Traits and Actions for Monsters and NPCs

The rules here present ways to customize existing monsters or build your own from scratch!

  • Every Creature and Damage Type
  • Melee, Ranged, and Natural Weapons
  • Psionics, Psychic Powers, and Telepathy
  • Innate Spellcasters and Spell-Like Abilities
  • Running Monsters as Enemies and Allies

Plus Monster, NPC, and PC rules for:

  • Advantages and Disadvantages
  • Combat Tactics and Training
  • New Professions and Downtime Activities

This page has everything you need to make monsters and NPCs mysterious and dangerous! Carry on!

Although these rules are primarily intended for Game Masters, it does include over 400 traits, actions, and reactions suitable for player characters — with the GM’s permission:

  • Advantages and Disadvantages
  • Combat Tactics and Training
  • Professions and Downtime Activities
  • Custom Ancestries (see Humanoids)
  • Build Custom Allies, Hirelings, Pets, and Servants

We provide multiple easy options to offer these to players. Not all of them will be suitable for PCs, but it should be obvious which ones fit and which don’t.

Contents

For Everyone

Regardless of whether you play high, low, or medium fantasy, monsters and NPCs play a vital role in the stories you tell. They are your friends, your family, your rivals, and your enemies. They are what bring your world to life. Why settle for boring? Why settle for the same old creatures players have memorized?

With this book, you have an infinite variety.

We guarantee the ideas in this book will make your game more fun. They offer shocks, surprises, and something fun you and your group will talk about for years to come. And speaking of surprises, we’ll be tying some of the monsters and NPCs from this book into our upcoming adventure modules, so be on the lookout for them.

Running Monsters as Enemies and Allies

The rules do we extensively cover the traits, actions, and reactions, but we’ve expanded them for every damage type and added tons of our own

Challenge Ratings

Because Challenge Ratings (CR) are inaccurate, and monsters have been weakened in 5e, we don’t present a detailed system that tells you how adding actions, reactions, and traits affects a monster or NPC’s CR. Any system we come up with would likely be flawed, so we leave it to your best judgment.

Our best advice is that adding an extra action or reaction may up a creature’s CR by 1 step: from ¼ to ½, or from 1 to 2, while a trait adds 1, nothing, or only a ½ step (round down). It mostly depends on the trait’s perceived combat value, and that’s totally subjective.

Creature Sizes

Traits and actions have been scaled by size category to save you time. If a size category does not appear, then that size is not usually eligible for that trait or action.

Legendary Actions

Only legendary creatures can take legendary actions; all legendary actions start with the word “Legendary” and state how many actions they cost in parentheses after.

Legendary creatures can, but are not required to have, lair traits and actions. These are not covered in this book, but you can get an idea for how to create your own by studying the ones (dragons, etc.).

Prerequisites and Examples

We list any prerequisite and/or example creature at the end of each relevant trait or action description.

Saving Throw and Grapple DCs

Feel free to adjust DCs up or down as desired. We’ve included specific DCs to make things faster for you.

Aberrations

Aberrations have few commonalities aside from the fact they are alien creatures from other realms. Some things many seem to share are:

  • Favored Damage: Acid, Poison, Psychic, Sonic
  • Favored Traits/Actions: Sight-Based, Tentacles
  • Senses: darkvision 60 feet
  • Languages: Deep Speech

More powerful aberrations have darkvision 120 feet. Some have Telepathy (limited or full), though this may not be their only communication method.

Out of all the creature types, aberrations exhibit the widest and deepest range of psionic powers, from the gibbering mouther’s Gibbering (see Sonic) to the aboleth’s Enslave (see Psychic).

Aberration Options

As GM, you could easily rule all (or most) aberrations gain resistance to damage from piercing weapons due to their alien anatomies, and it would be reasonable to render them all immune to the frightened condition as well. After all, they are used to causing fear, not feeling it, and what paralyzes a humanoid mind, an aberrant mind could easily brush aside—they’ve likely seen far worse things in far worse places!

Aberrations as Enemies

Intelligence permitting, aberrations tend to be cold, remote, calculating creatures who do not view other creatures as equals—more like ants or flies to be swatted. As long-lived extraplanar beings, an aberration’s goals are usually logical and long-term, though they may appear quite mad to others. They are as patient as they are arrogant, and it is this patience, this cold objectivity, that sets them apart from most other extraplanar beings. An aberration, while never happy to be defeated, will view it as a temporary setback, not a personal affront, and not waste time obsessing over it. It simply learns from its mistakes and gets back to work.

As a general rule, aberrations do not share the same (or even similar) emotional range as other creatures.

Everything is viewed through a prey/not prey, pawn/not pawn, or threat/not threat filter. Aberrations may ignore or underestimate creatures that do not neatly ft into one of these boxes, or may spend extra time trying to understand them. This “understanding” may not be through polite conversation, but through the psionic reading of thoughts, emotions, memories, etc., or by “testing” the creatures abilities by pitting them against various threats to study their reactions.

The downside of the aberrations’ limited emotional range is it is easy for them to misread or dismiss social cues or body language, particularly among “inferior” alien life forms. That, combined with their superiority complex, offers the best chance of defeating them.

However, defeating an aberration—at least the most powerful ones—is rarely as satisfying as defeating other creatures.

Aberrations will have contingency plans (and plans within plans) to account for their own preservation, even at the expense of their mission. They will fee back to the Astral Plane or their own faraway realm before allowing themselves to be captured or killed.

After all, there will always be another day to complete their goal… when the stars are right.

Some aberrations that spend enough time with “lesser creatures” (like humanoids) may come to have a certain perverse affection for them, but it is more of the “master/pet” variety than true friendship. Which leads us to…

Aberrations as Allies

As allies, aberrations prefer to let you do all the hard work while they reap the rewards—after all, you are expendable inferiors, and your alliance is solely a matter of practical convenience. You would think that would make them disloyal, but it does not. Those capable of giving their word (and understanding the concept) usually find a way to keep it. However, they are not above altering the bargain in their favor.

Any rewards promised to allies may not be exactly what was expected, although they will technically be what was promised. This may or may not be deception and malevolence on the aberration’s part, but an alien misunderstanding of desire vs. reality. This can result in a horrifying “Monkey’s Paw” situation where you should be careful what you wish for…

Aberration Quotes

1. “We taste your fear, now taste our power!” 2. “We were old when the stars were young, and the gods had not yet come to be.” 3. “You are insignificant specks, cosmic dust beneath our truth.” 4. “That which you call mad is not mad, and that which you call sane is not sane.” 5. “We dwell beyond the pitiful bounds of your imagination.” 6. “We are you, if you dare to look beyond… The mind fames! The Starless Void beckons. Join us!” 7. “We are those that were, those that are, and those that shall be.” 8. “You would not survive the journey to our realm— not with this miserable meat-husk you wear.” 9. “Life, death! Sane, insane! These are inventions for insects, concepts beneath contempt. Why bind yourself to them? Why limit your reality?” 10. “Why serve a god when you can be a god? We serve ourselves!”

Aberration Traits

Aberrant Ancestry

See Humanoids.

Aberrant Ground (Small)

The ground in a 5-foot radius around you is dough-like difficult terrain. Each creature that starts its turn in that area must succeed on a DC 11 Strength saving throw or have its speed reduced to 0 until the start of its next turn.

Aberrant Ground (Medium)

The ground in a 10-foot radius around you is dough like difficult terrain. Each creature that starts its turn in that area must succeed on a DC 12 Strength saving throw or have its speed reduced to 0 until the start of its next turn.

Aberrant Ground (Large)

The ground in a 20-foot radius around the you is dough-like difficult terrain. Each creature that starts its turn in that area must succeed on a DC 13 Strength saving throw or have its speed reduced to 0 until the start of its next turn.

Aberrant Ground (Huge)

The ground in a 30-foot radius around the you is dough-like difficult terrain. Each creature that starts its turn in that area must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 until the start of its next turn.

Aberrant Ground (Gargantuan)

The ground in a 40-foot radius around the you is dough-like difficult terrain. Each creature that starts its turn in that area must succeed on a DC 15 Strength saving throw or have its speed reduced to 0 until the start of its next turn.

Aberrant Legacy

See Humanoids.

Aberrant Mind

You have advantage on saves against being charmed or frightened, and on attack rolls made with your natural weapons, including while you are polymorphed.

Aberrant Rejuvenation

If you are destroyed on the Astral Plane or on the plane of your origin, you come back to life with all your hit points in 1d10 days unless you are killed by a good aligned creature with a bless spell cast on your remains or your remains are sprinkled with holy water.

Aberrant Resistance

See Humanoids.

Aberration Arrogance

You gain advantage on Intelligence and Charisma checks and saving throws against non-aberrations.

Aberration Cunning

You gain advantage on Wisdom and Charisma checks and saving throws against non-aberrations.

Aberration Resolve

You gain advantage on Strength and Constitution checks and saving throws against non-aberrations.

Auras

See Auras/Confer Ability for the following suggestions:

  • Acid
  • Acid Doom
  • Blinding Acid
  • Despair
  • Fear
  • Horde and Swarm
  • Madness
  • Psychic Energy
  • Psychic Doom
  • Secrets
  • Shadow
  • The Unnatural

Confer Ability

See Auras/Confer Ability for the following suggestions:

Create Aberration

If you hit a humanoid with your Bite, Claw, Tendril, or Tentacle attack, it must make a DC 13 Constitution saving throw or become infected with your rapidly mutating aberrant DNA. If it fails, in 1d6+1 rounds it polymorphs into an aberration of your type under your control. You can only curse and control as many aberrations as your Charisma modifier (minimum of 1) at any one time. The creature can be restored to its original form by remove curse or greater restoration.

Far Sight

You can see 60 feet into the Astral Plane or into your Plane or realm of origin when you are on the Material Plane, and vice versa.

Horrifying Visage

See Gaze Weapons/Sight-Based Attacks.

Implant Parasitic Young

If you hit a creature with your Bite, Tendril, Tentacle, or Tongue attack, it must make a DC 13 Constitution saving throw or become implanted with your parasitic young. If it fails, in 1d6+1 rounds, it gives birth to an aberration of your type under your control. The implanted creature suffers 16 (4d8) slashing damage and 8 (2d8) psychic damage if it fails a DC 17 Constitution saving throw, or half damage on a successful save. You can only implant and control as many aberrations as your Charisma modifier (minimum of 1) at any one time. The birth can be prevented and the implant rejected by remove curse or greater restoration.

Innate Spellcasting (Aberration)

See Innate Spellcasters.

Speak with Aberrations

You know Deep Speech and can telepathically communicate with all aberrations.

Aberration Actions

Aberrant Possession (Recharge 6)

One living creature or construct/object that you can see within 5 feet of you must succeed on a DC 13 Charisma saving throw or be possessed by you; the target is incapacitated and loses control of its body.

You now control the body but don’t deprive the target of awareness. You can’t be targeted by any attack, spell, or other effect, except ones that banish or dispel extraplanar creatures, and you retain your alignment, Intelligence, Wisdom, Charisma, and immunities. You otherwise use the possessed target’s statistics, but don’t gain access to the target’s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, you end it as a bonus action, or you have been forced out by an effect like the dispel evil and good spell. The target is immune to your Aberrant Possession for 24 hours after succeeding on the saving throw or after the possession ends.

You can only possess creatures or objects that are not on the same plane as you. Creatures can be willing or unwilling targets, but must have “invited” you in somehow by their words, thoughts, or actions (anger, blasphemy, depression, lust, etc.). Possessed objects are moved via telekinesis and function much like animated objects. You cannot possess an object more than 1 size category larger than yourself, nor can you possess more than one creature or object at a time.

Auras

See Auras/Confer Ability for the following suggestions:

Far Jaunt

As a bonus action, you can magically shift from the Material Plane to the Astral Plane or your plane of origin, or vice versa.

Far Stride

You and up to three willing creatures within 5 feet of you magically enter the Astral Plane or your plane of your origin from the Material Plane, or vice versa.

Horror Nimbus (Recharge 5-6)

See Gaze Weapons/Sight-Based Attacks.

Nightmare Haunting (1/Day)

See Psionic/Psychic/Telepathy.

Summon Aberrations (1/Day)

See Summoning.

Wall of Psychic Fear

See Psionic/Psychic/Telepathy.

Aberration Reactions

Summon Extraplanar Guardians (1/Day) See Summoning.

Acid

This section covers acid damage and related effects.

When thinking about acid, think about what else it can do, like melt nonmagical objects such as locks (see Acid Blood). It could also deal ongoing damage (see Enduring Acid). The only thing acid cannot damage is glass (such as potion vials, mirrors, windows, etc.)

Acid Traits

Absorption (Acid)

See Advantages.

Acid Blood

Whenever you suffer damage, your blood deals 3 (1d6) acid damage to adjacent creatures and nonmagical objects not made of glass within 5 feet of you. Nonmagical objects that take 1-2 points of acid damage are cosmetically damaged but still functional. Nonmagical objects that take 3-4 points of acid damage are damaged and have a 50% chance of breaking each time you use them. Nonmagical objects that take 5-6 points of acid damage are either immediately eaten through and destroyed (50%) or break after their next use (50%).

Acid Body (Small-Medium)

A creature that touches you or hits you with a melee attack while within 5 feet of you suffers 5 (1d10) acid damage.

Acid Body (Large)

A creature that touches you or hits you with a melee attack while within 5 feet of you suffers 6 (2d6) acid damage.

Acid Body (Huge)

A creature that touches you or hits you with a melee attack while within 5 feet of you suffers 9 (3d6) acid damage.

Acid Body (Gargantuan)

A creature that touches you or hits you with a melee attack while within 5 feet of you suffers 12 (4d6) acid damage.

Acid Hide

See Armor/Hide.

Acid Teleport (Recharge 5-6)

See Armor/Hide.

Acid Tendrils, Tentacles, or Tongue

See Tentacles/Tendrils/Tongue.

Acid Touch

You exude acid from your hands and/or fingertips at will as a free action. It can melt through a 1 inch thickness of any nonmagical metal, wood, or other material (except glass) in 1d4+1 rounds. Your unarmed attacks deal an extra 2 points of acid damage. Once every long rest, you can collect enough acid from your fingers to fill a number of glass vials equal to your Constitution modifier (min. of 1). Treat these as vials of acid.

Acid Weapons

Any metal melee weapon you wield deals an extra 3 (1d6) acid damage on a hit.

Affinity for Acid

See Advantages.

Alchemist Mage

See Combat Tactics and Training.

Auras

See Auras/Confer Ability for the following suggestions:

  • Acid
  • Acid Doom
  • Blinding Acid

Aversion to Acid

See Disadvantages.

Banished by Acid

See Advantages.

Confer Acid Resistance

See Auras/Confer Ability.

Death Blast (Acid)

When you die, you burst like a boil in a shower of stinking acid that melts your body and nonmagical possessions. Each creature within a 10 foot radius of you must make a DC 12 Dexterity saving throw, taking 6 (2d6) acid damage on a failed save and is poisoned from the fumes until the end of its next turn. On a successful save, it takes half damage and is not poisoned.

Death Burst (Acid)

When you die, you burst like a boil in a shower of stinking acid that melts your body and nonmagical possessions. Each creature within a 10 foot radius of you must make a DC 11 Dexterity saving throw, taking 4 (1d8) acid damage and is poisoned from the fumes until the end of its next turn. On a successful save, it takes half damage and is not poisoned.

Death Clock (Acid)

When you are reduced to half your hit points or less, a countdown timer inside you triggers. In 3 rounds, or whenever you reach 0 hit points before that, your body and nonmagical possessions melt and burst. Each creature within a 30 foot radius of you must make a DC 13 Dexterity saving throw, taking 9 (3d6) acid damage and is poisoned from the fumes until the end of its next turn. On a successful save, it takes half damage and is not poisoned.

Death Throes (Acid)

When you die, you explode, and each creature within 30 feet of you must make a DC 20 Dexterity saving throw, taking 60 (20d6) acid damage on a failed save, or half as much damage on a successful one. The explosion destroys your armor, weapons, and equipment, including magic items.

Enduring Acid

All of your attacks that deal acid damage deal extra acid damage over a number of rounds equal to half your CR or Proficiency Bonus (rounded down, minimum of 1). On the first round, you deal your normal acid damage. On the second round, you deal an extra 3 (1d6) acid damage. On the third round, you deal an extra 1 (1d3) acid damage. On the fourth and each additional round, you deal 1 extra point of acid damage.

Flesh-Melting Virus

See Disease.

Immunity to Acid

See Advantages.

Inclination to Acid

See Advantages.

Innate Spellcasting(Acid)

See Innate Spellcasters.

Interest In Acid

See Advantages.

Powerful Acid

Your attacks that deal acid damage are so powerful that they overcome any acid resistance your target has (but not immunity).

Resistance to Acid

See Advantages.

Susceptibility to Acid

See Disadvantages.

Vulnerability to Acid

See Disadvantages.

Acid Actions

Acid Breath (Recharge 5-6)

You exhale acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one. Example: Black Dragon Wyrmling.

Acid Breath (Recharge 5-6)

You exhale acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one. Example: Young Black Dragon.

Acid Breath (Recharge 5-6)

You exhale acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. Example: Adult Black Dragon.

Acid Breath (Recharge 5-6)

You exhale acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one. Example: Ancient Black Dragon.

Acid Spittle

See Breath Weapons/Spittle.

Acid Teleport (Recharge 5-6)

See Magic/Antimagic.

Acid Weapon (Any) or Hand

Melee Weapon Attack: reach 5 ft., one target. Hit: You deal your normal weapon (or unarmed strike) damage plus an extra 5 (1d10) acid damage. If the target is a nonmagical object that isn’t being worn or carried (and isn’t made of glass), it melts and is destroyed. Until a creature takes an action to dilute or wash away the acid, the target takes 5 (1d10) acid damage at the start of each of its turns.

Engulf

See Oozes or Plants/Fungi.

Hurl Acid

Ranged Spell Attack: range 150 ft., one target. Hit: 9 (3d6) acid damage. If the target is a nonmagical object that is not being worn or carried and is not made of glass, it may be damaged or destroyed. Nonmagical objects that take 1-2 points of acid damage are cosmetically damaged but still functional. Nonmagical objects that take 3-4 points of acid damage are damaged and have a 50% chance of breaking each time you use them. Nonmagical objects that take 5-6 points of acid damage are either immediately eaten through and destroyed (50%) or break after their next use (50%).

Spit Acid

See Breath Weapons/Spittle.

Swallow

See Bite/Blood Drain/Kiss.

Vomit Plague

See Disease.

Wall of Acid (Recharge 6)

You magically form a wall of acid within 60 feet of you.

The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 20 (5d8) acid damage and is blinded for 1 minute, or half as much damage on a successful save and is not blinded.

Each turn, a blinded creature can make a new saving throw to negate the condition.

One side of the wall, selected by you when you cast this spell, deals 20 (5d8) acid damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

The wall lasts for 1 minute or until you are incapacitated or die.

Adhesive Traits

Adhesive (Tiny)

You adhere to anything that touches you or that you touch. A Huge or smaller creature adhered to you is also grappled by you (escape DC 10). Ability checks made to escape this grapple have disadvantage. You can voluntarily choose not to adhere to a creature or object. If you adhere to an object, it requires a DC 11 contested Strength check to remove your hold on it.

Adhesive (Small)

You adhere to anything that touches you or that you touch. A Huge or smaller creature adhered to you is also grappled by you (escape DC 12). Ability checks made to escape this grapple have disadvantage. You can voluntarily choose not to adhere to a creature or object. If you adhere to an object, it requires a DC 13 contested Strength check to remove your hold on it.

Adhesive (Medium)

You adhere to anything that touches you or that you touch. A Huge or smaller creature adhered to you is also grappled by you (escape DC 13). Ability checks made to escape this grapple have disadvantage. You can voluntarily choose not to adhere to a creature or object. If you adhere to an object, it requires a DC 15 contested Strength check to remove your hold on it. Example: Mimic.

Adhesive (Large)

You adhere to anything that touches you or that you touch. A Huge or smaller creature adhered to you is also grappled by you (escape DC 15). Ability checks made to escape this grapple have disadvantage. You can voluntarily choose not to adhere to a creature or object. If you adhere to an object, it requires a DC 17 contested Strength check to remove your hold on it.

Adhesive (Huge)

You adhere to anything that touches you or that you touch. A Huge or smaller creature adhered to you is also grappled by you (escape DC 17). Ability checks made to escape this grapple have disadvantage. You can voluntarily choose not to adhere to a creature or object. If you adhere to an object, it requires a DC 19 contested Strength check to remove your hold on it.

Adhesive (Gargantuan)

You adhere to anything that touches you or that you touch. A Huge or smaller creature adhered to you is also grappled by you (escape DC 19). Ability checks made to escape this grapple have disadvantage. You can voluntarily choose not to adhere to a creature or object. If you adhere to an object, it requires a DC 21 contested Strength check to remove your hold on it.

Cross-Referencing

Anything directly related to a creature or damage type, or an effect (like Sonic) is cross-referenced in each section with a note where you can find its full rules description.

This is both for your convenience and to cut down on having to repeat the same entries over and over again.

Corrosion Traits

Corrosive Form

A creature that touches you or hits you with a melee attack while within 5 feet of you takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits you corrodes. After dealing damage, the weapon takes a permanent and cumulative ?1 penalty to damage rolls. If its penalty drops to ?5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits you is destroyed after dealing damage. You can eat through 2-inch-thick, nonmagical wood or metal in 1 round. Example: Black Pudding.

Rust Metal

Any nonmagical weapon made of metal that hits you corrodes. After dealing damage, the weapon takes a permanent and cumulative ?1 penalty to damage rolls.

If its penalty drops to ?5, the weapon is destroyed.

Nonmagical ammunition made of metal that hits you is destroyed after dealing damage. Example: Rust Monster.

Corrosion Actions

Corrosive Touch

You corrode a nonmagical ferrous metal object you can see within 5 feet of you. If the object isn’t being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid your touch.

If the object touched is either metal armor or a metal shield being worn or carried, it takes a permanent and cumulative ?1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal action. Example: Rust Monster.

Air/Fly/Wings

This section covers creatures that fly or levitate, and that create air or wind effects. See Magic for teleport.

Air Traits

Air Form

You can enter a hostile creature’s space and stop there.

You can move through a space as narrow as 1 inch wide without squeezing. Example: Air Elemental.

Air Actions

Create Whirlwind

A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point you can see within 120 feet of you. The whirlwind lasts as long as you maintain concentration (as if concentrating on a spell). Any creature but you that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. You can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if you lose sight of it. A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest unoccupied space outside the whirlwind.

If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone. Example: Djinni.

Whirlwind (Recharge 4-6)

Each creature in your space must make a DC 13 Strength saving throw. On a failure, a target takes 12 (3d8) bludgeoning damage and is flung up 20 feet away from you in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. Example: Air Elemental.

Fly Traits

Aerial Charge (Tiny)

If you move at least 20 feet straight forward toward a target while flying and then hit it with a Beak, Ram, or Talons attack on the same turn, the target takes an extra 1 of that damage type.

Aerial Charge (Small)

If you move at least 20 feet straight forward toward a target while flying and then hit it with a Beak, Ram, or Talons attack on the same turn, the target takes an extra 1 (1d2) of that damage type.

Aerial Charge (Medium)

If you move at least 20 feet straight forward toward a target while flying and then hit it with a Beak, Ram, or Talons attack on the same turn, the target takes an extra 2 (1d4) of that damage type. If the target is a creature, it must succeed on a DC 8 + your Strength modifier + your proficiency bonus Strength saving throw or be knocked prone.

Aerial Charge (Large)

If you move at least 20 feet straight forward toward a target while flying and then hit it with a Beak, Ram, or Talons attack on the same turn, the target takes an extra 6 (2d6) of that damage type. If the target is a creature, it must succeed on a DC 8 + your Strength modifier + your proficiency bonus Strength saving throw or be knocked prone.

Aerial Charge (Huge)

If you move at least 20 feet straight forward toward a target while flying and then hit it with a Beak, Ram, or Talons attack on the same turn, the target takes an extra 15 (3d10) of that damage type. If the target is a creature, it must succeed on a DC 8 + your Strength modifier + your proficiency bonus Strength saving throw or be knocked prone.

Aerial Charge (Gargantuan)

If you move at least 20 feet straight forward toward a target while flying and then hit it with a Beak, Ram, or Talons attack on the same turn, the target takes an extra 16 (4d8) of that damage type. If the target is a creature, it must succeed on a DC 8 + your Strength modifier + your proficiency bonus Strength saving throw or be knocked prone.

Fly

You have a flying speed equal to your walking speed.

Wearing medium or heavy armor reduces your flying speed to 0. Using a shield while flying is awkward and reduces your flying speed by 10 feet and reduces the shield‘s AC bonus by half.

Flyby

You don’t provoke opportunity attacks when you fly out of an enemy’s reach. Example: Owl.

Levitate Traits

Hover

You can levitate at will and move in any direction at half your walking speed.

Levitation

You can levitate at will.

Wing Traits

Wings (Bat or Bird)

You have a pair of bat or bird wings (your choice) that allow you to . Your base flying speed is equal to your walking speed if you are a humanoid. If you are not, and are Medium size or smaller, your fly speed is 60 feet, or 80 feet if you are Large or bigger. You can rise vertically, up to half your flying speed. To maintain altitude, you must beat your wings up and down as if swimming, requiring a minimum of 10 feet of movement each round spent aloft.

Wings (Insect)

You have a pair of insect wings that allow you to .

Your base flying speed is equal to your walking speed if you are a humanoid. If you are not, and are Medium size or smaller, your fly speed is 60 feet, or 80 feet if you are Large or bigger. You can move up to twice your normal speed when running (see the Running action) as long as your wings have the clearance to fully extend (you take up an extra 5 foot square on each side when you do this). You can rise vertically, up to half your flying speed. You can also hover in place.

Wing Actions

Legendary Wing Attack (Costs 2 Actions)

You beat your wings. Each creature within 15 feet of you must succeed on a DC 19 Dexterity saving throw or take 6 (2d6) bludgeoning damage and be knocked prone. You can then fly up to half your flying speed.

Prerequisite(s): Wings, Huge creature. Example: Adult Blue Dragon.

Legendary Wing Attack (Costs 2 Actions)

You beat your wings. Each creature within 15 feet of you must succeed on a DC 24 Dexterity saving throw or take 6 (2d6) bludgeoning damage and be knocked prone. You can then fly up to half your flying speed.

Prerequisite(s): Wings, Gargantuan creature. Example: Ancient Blue Dragon.

Wing Attack

You can use your action to make a powerful wing attack. This attack has a reach of 10 feet, and you can make one attack with it per turn. If the attack hits, it deals 4 (1d8) + your Strength modifier points of bludgeoning or slashing damage (depending on your wing type; bludgeoning for bird/insect and slashing for bat). You can then fly up to half your flying speed.

Prerequisite(s): Wings (Bat/Bird or Insect), Medium-large Creature.

Armor/Hide

This section covers natural armor, hide, and shells.

Armor Traits

Hardened Carapace/Shell

You gain resistance to piercing and slashing damage.

Immunity Armor

You gain your choice of immunity to two types of weapon damage but suffer vulnerability to a third.

Choose from bludgeoning, piercing, or slashing.

Natural Armor (AC 11)

You have natural armor equal to 11 + your Dexterity modifier. This does not stack with other armor types.

Example: Dretch.

Natural Armor (AC 12)

You have natural armor equal to 12 + your Dexterity modifier. This does not stack with other armor types.

Example: Minotaur Skeleton.

Natural Armor (AC 13)

You have natural armor equal to 13 + your Dexterity modifier. This does not stack with other armor types.

Example: Ettercap.

Natural Armor (AC 14)

You have natural armor equal to 14 + your Dexterity modifier. This does not stack with other armor types.

Example: Chimera.

Natural Armor (AC 15)

You have natural armor equal to 15 + your Dexterity modifier. This does not stack with other armor types.

Example: Giant Crab.

Natural Armor (AC 16)

You have natural armor equal to 16 + your Dexterity modifier. This does not stack with other armor types.

Example: Hezrou.

Natural Armor (AC 17)

You have natural armor equal to 17 + your Dexterity modifier. This does not stack with other armor types.

Example: Aboleth.

Natural Armor (AC 18)

You have natural armor equal to 18 + your Dexterity modifier. This does not stack with other armor types.

Example: Animated Armor.

Natural Armor (AC 19)

You have natural armor equal to 19 + your Dexterity modifier. This does not stack with other armor types.

Example: Couatl.

Natural Armor (AC 20)

You have natural armor equal to 20 + your Dexterity modifier. This does not stack with other armor types.

Example: Roper.

Natural Armor (AC 21)

You have natural armor equal to 21 + your Dexterity modifier. This does not stack with other armor types.

Example: Solar.

Natural Armor (AC 22)

You have natural armor equal to 22 + your Dexterity modifier. This does not stack with other armor types.

AC 22 is the highest natural armor in the MM, but feel free to go higher if you want. Example: Ancient Black Dragon.

Reflective Carapace/Shell

Any time you are targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, you are unaffected. On a 6, you are unaffected, and the effect is reflected back at the caster as though it originated from you, turning the caster into the target. Example: Tarrasque.

Hide Traits

Acid Hide

At the start of each of your turns, you deal 6 (2d6) acid damage to any creature grappling you.

Barbed Hide

At the start of each of your turns, you deal 5 (1d10) piercing damage to any creature grappling you.

Example: Barbed Devil.

Cold Hide

At the start of each of your turns, you deal 4 (2d4) cold damage to any creature grappling you.

Dermal Scales

At the start of each of your turns, you deal 2 (1d4) slashing damage to any creature grappling you. Feel free to add this trait to sahuagin and sharks in the MM.

Fire, Heated, or Steaming Hide

At the start of each of your turns, you deal 4 (2d4) fire damage to any creature grappling you.

Leathery Hide/Scales

You gain resistance to bludgeoning and piercing damage.

Lightning Hide

At the start of each of your turns, you deal 6 (2d6) lightning damage to any creature grappling you. Creatures in metal armor take 9 (3d6) damage instead.

Necrotic Hide

At the start of each of your turns, you deal 6 (2d6) necrotic damage to any creature grappling you.

Poison Hide

At the start of each of your turns, you deal 4 (2d4) poison damage to any creature grappling you.

Quills

See Tentacles/Tendrils/Tongue.

Radiant or Glowing Hide

At the start of each of your turns, you deal 6 (2d6) radiant damage to any creature grappling you.

Spines

See Tentacles/Tendrils/Tongue.

Thick Fur

You gain resistance to bludgeoning and slashing damage.

Serrated Scales

At the start of each of your turns, you deal 3 (1d6) slashing damage to any creature grappling you.

Auras/Confer Ability

Auras are magical areas of effect that surround powerful creatures or objects. Auras are spheres, and are mobile if attached to a creature or to a movable object.

An aura can be visible or invisible as its owner desires.

Switching between visible and invisible versions is a free action. In some cases, an aura is invisible until a creature or object enters its space or otherwise interacts with it. At that time, the aura becomes visible for as long as the foreign creature or object remains, or at least remains in motion (GM’s choice).

Different auras look and behave differently. Most are self-explanatory, but an aura could look beautiful or wrathful, depending on its function, and whether the creature viewing it is allied or hostile to the aura’s owner. An aura can have whatever aesthetic effects the GM wants, from temperature differences to screaming spirits or whatever you desire. Such effects are purely cosmetic, and do not alter the aura’s game mechanics.

An object can have only one aura. A creature can have more than one aura, but only one of its auras can be active at any one time. Switching between auras is a bonus action.

Acquiring an Aura

Auras are typically reserved for aberrations, celestials, elementals, fey, and fends, though some powerful dragons, giants, spellcasters, monstrosities, and undead can acquire them. The MM only lists two auras, one for the Darkmantle and one for the Pit Fiend, so we’ve corrected that here by offering a full range of auras for every possible creature type.

The most common way for a non-extraplanar creature to acquire an aura is to perform a ritual where they invite or summon a spirit of the type of aura they wish to gain. This acts like a willing possession (see Ghost, MM). As long as the creature and spirit are willing, the aura continues to project itself. If you require stats for such a spirit, you can use a ghost or wraith. It’s important to note, however, that these spirits are not undead, for they have never been alive. They are instead manifestations of certain concepts or ideals willed into existence by various gods, patrons, or the collective unconscious of mankind.

Adjusting Auras

Feel free to adjust the size, DC, and damage of any aura to suit your game.

Aura of Abjuration

You double the duration and number of creatures affected by your abjuration spells and spell-like abilities as long as they remain within 30 feet. If a spell has a range of Self, it affects you and one allied creature of your choice, so long as it remains within 30 feet.

Aura of Acid

Creatures of your choice within 30 feet of you have disadvantage on saving throws against acid damage spells and spell-like abilities cast by you or your allies.

Aura of Acid Doom

At the start of each of your turns, each creature within 5 feet of you takes 9 (3d6) acid damage. A creature that touches you or hits you with a melee attack while within 5 feet of you takes 9 (3d6) acid damage.

Aura of Bleeding Eyes

Creatures of your choice within 30 feet of you must make a DC 15 Constitution saving throw every round they remain within your aura or contract sight rot on a failed saving throw.

Aura of Blinding Acid

Blinding acidic vapors swirl magically around you and the area is heavily obscured. Each creature within 5 feet of you must succeed on a DC 16 Constitution saving throw or suffer 1d6 acid damage and be blinded until the end of its next turn. You can see through your own aura.

Aura of Blinding Cold

Blinding wintry wind and snow swirls magically around you and the area is heavily obscured. Each creature within 5 feet of you must succeed on a DC 16 Constitution saving throw or suffer 3 (1d6) cold damage and be blinded until the end of its next turn. You can see through your own aura.

Aura of Blinding Dust

Blinding dirt, dust, and/or sand (your choice) swirls magically around you and the area is heavily obscured. Each creature within 5 feet of you must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn. You can see through your own aura.

Aura of Blinding Fog

Blinding, clinging fog swirls magically around you and the area is heavily obscured. Each creature within 30 feet of you must succeed on a DC 14 Constitution saving throw or be blinded until the end of its next turn. You can see through your own aura.

Aura of Blinding Smoke

Blinding fiery smoke and cinders swirls magically around you and the area is heavily obscured. Each creature within 5 feet of you must succeed on a DC 16 Constitution saving throw or suffer 3 (1d6) fire damage and be blinded until the end of its next turn. You can see through your own aura.

Aura of Blinding Poison

Blinding toxic gas swirls magically around you and the area is heavily obscured. Each creature within 5 feet of you must succeed on a DC 16 Constitution saving throw or suffer 3 (1d6) poison damage and be blinded until the end of its next turn. You can see through your own aura.

Aura of Cold

Creatures of your choice within 30 feet of you have disadvantage on saving throws against cold damage spells and spell-like abilities cast by you or your allies.

Aura of Cold Doom

At the start of each of your turns, each creature within 5 feet of you takes 9 (3d6) cold damage. A creature that touches you or hits you with a melee attack while within 5 feet of you takes 9 (3d6) cold damage. In addition, all creatures within 5 feet of you suffer a 50% reduction in speed due to the intense, wintry cold and wind surrounding you. Creatures with resistance to cold only have their speed reduced by 10 feet.

Aura of Conjuration

Creatures of your choice within 30 feet of you have disadvantage on saving throws against conjuration spells and spell-like abilities cast by you or your allies.

Aura of Conquest

Creatures of your choice within 30 feet of you have disadvantage on attack rolls and skill checks made against you or your allies.

Aura of Courage

You and allied creatures within 10 feet of you can’t be frightened while you are conscious.

Aura of Death

Creatures of your choice within 30 feet of you have disadvantage on death saving throws.

Aura of Despair

Creatures of your choice within 30 feet of you have disadvantage on saving throws to avoid becoming frightened by you or your allies, as well as on rolling morale checks.

Aura of Devotion

You and allied creatures within 10 feet of you can’t be charmed or fail morale checks while you are conscious.

Aura of Disease

Creatures of your choice within 30 feet of you have disadvantage on saving throws against disease.

Aura of Divination

Divination spells and spell-like abilities cast by you or your allies within 30 feet of you have double their normal duration and distance.

Aura of Earth

All terrain becomes difficult terrain for creatures of your choice within 30 feet of you. In addition, creatures of your choice within your aura suffer disadvantage on saving throws to avoid being knocked prone or moved, pushed, or shoved against their will.

Aura of Earth Doom

At the start of each of your turns, each creature within 5 feet of you takes 9 (3d6) thunder damage. A creature that touches you or hits you with a melee attack while within 5 feet of you takes 9 (3d6) thunder damage. In addition, all creatures within 5 feet of you suffer disadvantage on saving throws to avoid being knocked prone or moved, pushed, or shoved against their will.

Aura of Enchantment

Creatures of your choice within 30 feet of you have disadvantage on saving throws against the charmed condition and enchantment spells or spell-like abilities cast by you or your allies.

Aura of Enfeeblement

Living creatures of your choice within 30 feet of you have disadvantage on saving throws against life-and Strength-draining spells and spell-like abilities cast by you or your allies. They deal only half damage on Strength and Dexterity-based attacks against you and your allies within your aura. In addition, their speed is reduced by half and they can only Disengage as an action.

Aura of Evocation

Creatures of your choice within 30 feet of you have disadvantage on saving throws against evocation spells and spell-like abilities cast by you or your allies.

Aura of Fear

Any creature hostile to you that starts its turn within 20 feet of you must make a DC 21 Wisdom saving throw, unless you are incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to your Aura of Fear for the next 24 hours. Example: Pit Fiend.

Aura of Fire

Creatures of your choice within 30 feet of you have disadvantage on saving throws against fire damage spells and spell-like abilities cast by you or your allies.

Aura of Fiery Doom

At the start of each of your turns, each creature within 5 feet of you takes 9 (3d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches you or hits you with a melee attack while within 5 feet of you takes 9 (3d6) fire damage.

Aura of Force

Creatures of your choice within 30 feet of you have disadvantage on saving throws against push/shove effects and force damage spells and spell-like abilities cast by you or your allies.

Aura of Force Doom

At the start of each of your turns, each creature within 5 feet of you takes 9 (3d6) force damage and is pushed back 10 feet in a straight line. A creature that touches you or hits you with a melee attack while within 5 feet of you takes 9 (3d6) force damage.

Aura of Freedom

Creatures of your choice within 30 feet of you have advantage on saving throws against the paralyzed, petrified, and stunned conditions, and against any effect that would force, reduce, or otherwise limit movement or speed.

Aura of Horde and Swarm

Creatures of your choice within 30 feet of you gain the Blood Frenzy and Pack Tactics traits, and any swarms you summon have maximum hit points and appear in 1 round.

Aura of Illusion

Creatures of your choice within 30 feet of you have disadvantage on saving throws against fear effects and illusion spells and spell-like abilities cast by you or your allies.

Aura of Lightning

Creatures of your choice within 30 feet of you have disadvantage on saving throws against lightning damage spells and spell-like abilities cast by you or your allies.

Aura of Lightning Doom

At the start of each of your turns, each creature within 5 feet of you takes 9 (3d6) lightning damage. A creature that touches you or hits you with a melee attack while within 5 feet of you takes 9 (3d6) lightning damage.

Aura of Luck

Creatures of your choice within 30 feet gain the Lucky trait (see Halfling).

Aura of Madness

Creatures of your choice within 30 feet of you must make a DC 13 Constitution saving throw every round they remain within your aura or contract cackle fever on a failed saving throw. They also have disadvantage to save against confusion, madness, and similar spells and effects.

Aura of Necromancy

Creatures of your choice within 30 feet of you have disadvantage on saving throws against necromancy spells and spell-like abilities cast by you or your allies, including disease, Life Drain, Strength Drain, etc.

Undead (whether hostile or not) do not suffer disadvantage from this aura.

Aura of Necrotic Doom

At the start of each of your turns, each creature within 5 feet of you takes 9 (3d6) necrotic damage. A creature that touches you or hits you with a melee attack while within 5 feet of you takes 9 (3d6) necrotic damage.

Aura of Obscurement

You exude an aura of heavy obscurement within 30 feet and can specify which creatures within your aura can see you and/or through your aura.

Aura of Paralysis

Creatures of your choice within 30 feet of you have disadvantage on saving throws against the paralyzed condition.

Aura of Plague

Creatures of your choice within 30 feet of you must make a DC 11 Constitution saving throw every round they remain within your aura or contract sewer plague on a failed saving throw.

Aura of Poison

Creatures of your choice within 30 feet of you have disadvantage on saving throws against the poisoned condition and poison damage, including spells and spell-like abilities cast by you or your allies.

Aura of Poison Doom

At the start of each of your turns, each creature within 5 feet of you takes 9 (3d6) poison damage. A creature that touches you or hits you with a melee attack while within 5 feet of you takes 9 (3d6) poison damage.

Aura of Protection

You and allied creatures within 10 feet of you have advantage on saving throws against being frightened or charmed.

Aura of Protection from Evil and Good

You and friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed by evil or good creatures.

Aura of Psychic Energy

Creatures of your choice within 30 feet of you have disadvantage on saving throws against psychic damage spells and spell-like abilities cast by you or your allies.

Aura of Psychic Doom

At the start of each of your turns, each creature within 5 feet of you takes 9 (3d6) psychic damage. A creature that touches you or hits you with a melee attack while within 5 feet of you takes 9 (3d6) psychic damage.

Aura of Radiance

Creatures of your choice within 30 feet of you have disadvantage on saving throws against radiant damage spells and spell-like abilities cast by you or your allies.

Aura of Radiant Doom

At the start of each of your turns, each creature within 5 feet of you takes 9 (3d6) radiant damage. A creature that touches you or hits you with a melee attack while within 5 feet of you takes 9 (3d6) radiant damage.

Aura of Secrets

Creatures of your choice within 30 feet gain advantage on Deception checks and cannot be magically compelled to tell the truth via zone of truth or other magic.

Aura of Shadow

All bright light within 30 feet of you becomes dim light and all dim light sources are temporarily extinguished if magical, or put out until relighted if nonmagical.

Aura of Storms

Creatures of your choice within 30 feet of you have disadvantage on saving throws against lightning and thunder damage spells and spell-like abilities cast by you or your allies.

Aura of Stormy Doom

At the start of each of your turns, each creature within 5 feet of you takes your choice of 9 (3d6) lightning or thunder damage. A creature that touches you or hits it with a melee attack while within 5 feet of you takes your choice of 9 (3d6) lightning or thunder damage.

Aura of Thunder

Creatures of your choice within 30 feet of you have disadvantage on saving throws against thunder damage spells and spell-like abilities cast by you or your allies.

Aura of Thunderous Doom

At the start of each of your turns, each creature within 5 feet of you takes 9 (3d6) thunder damage. A creature that touches you or hits you with a melee attack while within 5 feet of you takes 9 (3d6) thunder damage.

Aura of Transmutation

Creatures of your choice within 30 feet of you have disadvantage on saving throws against transmutation spells and spell-like abilities cast by you or your allies.

Aura of Truth

Creatures of your choice within 30 feet are magically compelled to tell the truth via a permanent zone of truth that surrounds you in a 30 foot radius.

Aura of the Unnatural

Each living (and mortal) creature of your choice that is within 120 feet of you and aware of your presence must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your aura for the next 24 hours.

Prerequisite(s): Extraplanar Creature or Undead.

Aura of Vengeance

Creatures of your choice within 30 feet of you gain the Aggressive and Martial Advantage traits. See Humanoids and Combat Tactics and Training.

Aura of War

Creatures of your choice within 30 feet gain the Brave and Brute traits as long as they remain within your aura. See Combat Tactics and Training.

Aura of Wind

Creatures of your choice within 30 feet have their speed reduced by half (regardless of mode) and flying creatures cannot enter or remain within your aura without your permission. Additionally, all ranged attacks (magical or nonmagical) that enter your aura suffer disadvantage and cannot score critical hits.

Aura Actions

Aura of Darkness

A 15-foot radius of magical darkness extends out from you, moves with you, and spreads around corners. The darkness lasts as long as you maintain concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can’t penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled. You can see through your darkness. Example: Darkmantle.

Aura of Greater Darkness

A 30-foot radius of magical darkness extends out from you, moves with you, and spreads around corners. The darkness lasts as long as you maintain concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can’t penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled. You and creatures you choose within your aura can see through your darkness.

Confer Abilities

Creatures that can confer abilities to others do so in a much more limited capacity than those that project auras. No spirits are required to confer an ability to others, and the creature confers the ability by its own magical power. If the GM wishes, the creature chooses whether or not to confer its ability to those in range.

We feel more creatures should be able to confer abilities, yet the only creature that does this is the Nightmare. We’ve remedied that for you here, so you can use them for any creature or mount.

Confer Ability Traits

Confer Acid Resistance

You can grant resistance to acid damage to adjacent creatures within 5 feet of you or riding on you if you are, or are acting as, a mount.

Confer Actions

You can grant a number of actions equal to your Challenge Rating or Proficiency Bonus (rounded down) to adjacent creatures within 5 feet of you or riding on you if you are, or are acting as, a mount. You must possess the traits you confer. The creature loses these actions when it is no longer adjacent to you and/or riding on you.

Confer Cantrips

You can grant a number of cantrips equal to your Challenge Rating or Proficiency Bonus (rounded down) to adjacent creatures within 5 feet of you or riding on you if you are, or are acting as, a mount. You must know the cantrips you confer, and they should complement each other and make sense for who you are or what you represent. The creature loses all knowledge of these cantrips when it is no longer adjacent to you and/or riding on you.

Confer Cold Resistance

You can grant resistance to cold damage to adjacent creatures within 5 feet of you or riding on you if you are, or are acting as, a mount.

Confer Feats

You can grant a number of feats equal to your Challenge Rating or Proficiency Bonus (rounded down) to adjacent creatures within 5 feet of you or riding on you if you are, or are acting as, a mount. You must know the feats you confer, and they should complement each other and make sense for who you are or what you represent. The creature loses these feats when it is no longer adjacent to you and/or riding on you.

Confer Fire Resistance

You can grant resistance to fire damage to adjacent creatures within 5 feet of you or riding on you if you are, or are acting as, a mount.

Confer Force Resistance

You can grant resistance to force damage to adjacent creatures within 5 feet of you or riding on you if you are, or are acting as, a mount.

Confer Lightning Resistance

You can grant resistance to lightning damage to adjacent creatures within 5 feet of you or riding on you if you are, or are acting as, a mount.

Confer Necrotic Resistance

You can grant resistance to necrotic damage to adjacent creatures within 5 feet of you or riding on you if you are, or are acting as, a mount.

Confer Poison Resistance

You can grant resistance to poison damage to adjacent creatures within 5 feet of you or riding on you if you are, or are acting as, a mount.

Confer Proficiencies

You can grant a number of skill or weapon proficiencies equal to your Challenge Rating or Proficiency Bonus (rounded down) to adjacent creatures within 5 feet of you or riding on you if you are, or are acting as, a mount. You must be proficient in the skills you confer, and they should complement each other and make sense for who you are or what you represent. The creature loses these proficiencies when it is no longer adjacent to you and/or riding on you.

Confer Psychic Resistance

You can grant resistance to psychic damage to adjacent creatures within 5 feet of you or riding on you if you are, or are acting as, a mount.

Confer Radiant Resistance

You can grant resistance to radiant damage to adjacent creatures within 5 feet of you or riding on you if you are, or are acting as, a mount.

Confer Reactions

You can grant a number of reactions equal to your Challenge Rating or Proficiency Bonus (rounded down) to adjacent creatures within 5 feet of you or riding on you if you are, or are acting as, a mount. You must possess the reactions you confer, and a creature loses the reactions when it is no longer adjacent to you and/or riding on you.

Confer Thunder Resistance

You can grant resistance to thunder damage to adjacent creatures within 5 feet of you or riding on you if you are, or are acting as, a mount.

Confer Traits

You can grant a number of traits equal to your Challenge Rating or Proficiency Bonus (rounded down) to adjacent creatures within 5 feet of you or riding on you if you are, or are acting as, a mount. You must possess the traits you confer. The creature loses these traits when it is no longer adjacent to you and/or riding on you.

Confer Necrotic Resistance

Beasts

Beasts are any nonmagical animal. As such, they have limited build options. That’s why we’ve included all possible nonmagical beast traits in this one section.

You’ll see some of them used elsewhere, perhaps in an enhanced form; for example, Mimicry (Beast) is not nearly as good as Mimicry performed by hags or other more intelligent creatures.

Note that most beasts (including the Giant variety) range between Tiny-Large, with only certain dinosaurs, giant apes, giant constrictor snakes, elephants, and mammoths ranking as Huge. Gargantuan creatures (like the Tarrasque) are never beasts.

Beasts as Enemies

Other than your fellow humanoids, beasts are the most likely enemy you’ll encounter. As enemies, they are either startled creatures defending themselves or predators on the hunt—perhaps starving, desperate, and driven from their normal hunting grounds by monsters. They may also be charmed, conjured, or controlled by magic or monsters. The real question behind any beast attack is why did this happen? Were we simply in the wrong place at the wrong time, or is there something deeper, something sinister going on?

Beasts as Allies

Shown proper love, care, and feeding, you could not ask for a better ally or traveling companion. Beasts require—and gladly return—unconditional love. They make excellent scouts and alarm systems, and are capable of scaring of (or at least giving pause) to hostile creatures—even much larger ones.

The only real problem with beasts as allies is their unpredictability. Examples might be when they take on a fight they can’t win (to defend you), when they run of to chase a strange scent, or when they refuse to follow you into a dangerous place you feel you need to go.

Beast Traits

Amphibious

See Water.

Beast of Burden (Medium)

You are considered to be Large for the purpose of determining your carrying capacity. Example: Mule.

Beast of Burden (Large)

You are considered to be Huge for the purpose of determining your carrying capacity.

Blood Fury

You gain a +2 bonus on melee attack rolls against any creature that doesn’t have all its hit points.

Beast Blood

See Humanoids.

Blood Frenzy

You have advantage on melee attack rolls against any creature that doesn’t have all its hit points. Example: Quipper.

Camouflage (by Terrain Type)

See Combat Tactics and Training.

Death Roll

See Water.

Death Roll

Did you know? Most beast sizes are limited to Tiny to Large (including giant varieties). Prehistoric beasts like dinosaurs can be Huge to Gargantuan.

Echolocation

See Disadvantages.

Flyby

You don’t provoke opportunity attacks when you fly out of an enemy’s reach.

Hardened Carapace/Shell

See Armor/Hide.

Hide

See Armor/Hide for the following suggestions:

  • Dermal Scales
  • Leathery Hide
  • Quills
  • Spines
  • Thick Fur

Hold Breath

See Water.

Ink Cloud

See Water.

Marsupial

You have a belly pouch you carry your young or other objects in. Example: Kangaroo.

Mimicry (Beast)

You can mimic animal sounds and humanoid voices.

A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. Example: Raven.

Natural Armor

See Armor/Hide.

Pack Tactics

You have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of you and your ally isn’t incapacitated. Example: Lion.

Pounce

If you move at least 20 feet straight toward a creature and then hit it with a Claw or Pincer attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone. If the target is prone, you can use your action to make one Bite attack against it. Example: Lion.

Rampage

When you reduce a creature to 0 hit points with a melee attack on its turn, you can take a bonus action to move up to half your speed and make a Bite attack. Example: Giant Hyena.

Running Leap

With a 10-foot running start, you can long jump up to 25 feet. Example: Lion.

Spider Climb

You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Example: Giant Spider.

Sprint

If you can move 15 feet in a straight line, you gain a +10 bonus to your speed on your turn, and you can make one melee attack.

Standing Leap (Tiny)

Your long jump is up to 10 feet and your high jump is up to 5 feet, with or without a running start. Example: Frog.

Standing Leap (Small)

Your long jump is up to 15 feet and your high jump is up to 10 feet, with or without a running start.

Standing Leap (Medium)

Your long jump is up to 20 feet and your high jump is up to 12 feet, with or without a running start. Example: Giant Frog.

Standing Leap (Large)

Your long jump is up to 30 feet and your high jump is up to 15 feet, with or without a running start. Example: Giant Toad.

Sure-Footed

You have advantage on Strength and Dexterity saving throws made against effects that would knock you prone. Example: Giant Goat.

Swarm

The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny beast. The swarm can’t regain hit points or gain temporary hit points. Example: Swarm of Bats.

Water Breathing

See Water.

Web Sense

While in contact with a web, you know the exact location of any other creature in contact with the same web. Example: Giant Spider.

Web Walker

You ignore movement restrictions caused by webbing. Example: Giant Spider.

Beast Actions

Aerial Charge

See Air/Fly/Wings.

Beak

See Bite/Blood Drain/Kiss.

Bite

See Bite/Blood Drain/Kiss.

Charge

See Charge/Horns.

Claw

See Claws/Pincers/Rake/Talons.

Constrict

See Constrict/Smother.

Gore

See Charge/Horns.

Hooves

See Charge/Horns.

Horns

See Charge/Horns.

Multiattack

See Combat Tactics and Training.

Pincer/Mandible

See Claws/Pincers/Rake/Talons.

Poison/Spit Poison

See Bite/Blood Drain/Kiss or Breath Weapons/Spittle.

Rake

See Claws/Pincers/Rake/Talons.

Ram

See Charge/Horns.

Roar/Growl/Howl

See Sonic.

Slam

See Charge/Horns.

Stinger

See Tail/Stinger.

Stomp

See Charge/Horns.

Swarm Bites

Melee Weapon Attack: reach 0 ft., one creature in the swarm’s space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.

Swarm Bites (Poison)

Melee Weapon Attack: reach 0 ft., one creature in the swarm’s space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.

Sweeping Tail Attack

See Tail/Stinger.

Tail

See Tail/Stinger.

Talon

See Claws/Pincers/Rake/Talons.

Tentacle

See Tentacles/Tendrils/Tongues.

Trampling Charge

See Charge/Horns.

Web (Recharge 5-6)

Ranged Weapon Attack: range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.

Beast Reactions

Mandible Injection

See Claws/Pincers/Rake/Talons.

Reactive Stinger

See Tail/Stinger.

Rend

See Claws/Pincers/Rake/Talons.

Tail Sweep

See Tail/Stinger.

Bite/Blood Drain/Kiss

This section covers Beak, Bite, Blood Drain, Kiss, Swallow, and Tusk actions. All attack actions dealing with the mouth, lips, and related appendages are dealt with here, excluding tongues, which you can find in Tentacles/Tendrils/Tongues, and Engulf, which you can find in Oozes or Plants/Fungi. This section also covers Blood Drain, although you could have it drained through a proboscis like a mosquito or stirge instead of a bite.

Beak Actions

Beak attacks deal piercing or slashing damage according to the type of bird. Carnivorous, predatory birds with curved beaks like eagles, hawks, and rocs deal slashing damage. Scavenger or other types of birds with straight beaks (like ravens and vultures) deal piercing damage by pecking.

Beak (Tiny)

Melee Weapon Attack: reach 5 ft., one target. Hit: 1 + your Strength or Dexterity modifier piercing or slashing damage (minimum of 1). Example: Raven.

Beak (Small)

Melee Weapon Attack: reach 5 ft., one target. Hit: 2 (1d4) + your Strength or Dexterity modifier piercing or slashing damage. Example: Blood Hawk.

Beak (Medium)

Melee Weapon Attack: reach 5 ft., one target. Hit: 3 (1d4) + your Strength or Dexterity modifier piercing or slashing damage. Example: Vulture.

Beak (Large)

Melee Weapon Attack: reach 5 ft., one target. Hit: 4 (2d4) + your Strength or Dexterity modifier piercing or 1d6 + your Strength or Dexterity modifier slashing damage. Examples: Giant Vulture, Giant Eagle.

Beak (Huge)

Melee Weapon Attack: reach 10 ft., one target. Hit: 12 (3d8) + your Strength or Dexterity modifier piercing or slashing damage.

Beak (Gargantuan)

Melee Weapon Attack: reach 10 ft., one target. Hit: 16 (4d8) + your Strength or Dexterity modifier piercing or slashing damage. Example: Roc.

Bite Actions

Bite (Tiny)

Melee Weapon Attack: reach 5 ft., one target. Hit: 1 + your Strength modifier piercing damage (minimum 1). Example: Rat.

Bite (Small)

Melee Weapon Attack: reach 5 ft., one target. Hit: 2 (1d4) + your Strength modifier piercing damage. Example: Baboon.

Bite (Medium)

Melee Weapon Attack: reach 5 ft., one target. Hit: 3 (1d6) + your Strength modifier piercing damage. Example: Wolf.

Bite (Large)

Melee Weapon Attack: reach 5 ft., one target. Hit: 6 (1d10) + your Strength modifier piercing damage. Example: Tiger.

Bite (Huge)

Melee Weapon Attack: reach 10 ft., one target. Hit: 15 (3d10) + your Strength modifier piercing damage. Example: Giant Crocodile.

Bite (Gargantuan)

Melee Weapon Attack: reach 10 ft., one target. Hit: 24 (4d12) + your Strength modifier piercing damage.

Example: Tarrasque.

Blinding Bite (Small)

Melee Weapon Attack: reach 5 ft., one creature. Hit: You deal your normal Bite attack damage, and if the target is Large or smaller, you attach to it. If you have advantage against the target, you attach to the target’s head, and the target is blinded and unable to breathe while you are attached. See Suffocating. While attached, you can make this attack only against the target and have advantage on the attack roll. You can detach yourself by spending 5 feet of your movement. A creature, including the target, can take its action to detach you by succeeding on a DC 16 Strength check. Example: Darkmantle.

Blinding Bite (Medium)

Melee Weapon Attack: reach 5 ft., one creature. Hit: You deal your normal Bite attack damage, and if the target is Large or smaller, you attach to it. If you have advantage against the target, you attach to the target’s head, and the target is blinded and unable to breathe while you are attached. See Suffocating. While attached, you can make this attack only against the target and have advantage on the attack roll. You can detach yourself by spending 5 feet of your movement. A creature, including the target, can take its action to detach you by succeeding on a DC 17 Strength check.

Blinding Bite (Large)

Melee Weapon Attack: reach 5 ft., one creature. Hit: You deal your normal Bite attack damage, and if the target is Huge or smaller, you attach to it. If you have advantage against the target, you attach to the target’s head, and the target is blinded and unable to breathe while you are attached. See Suffocating. While attached, you can make this attack only against the target and have advantage on the attack roll. You can detach yourself by spending 5 feet of your movement. A creature, including the target, can take its action to detach you by succeeding on a DC 18 Strength check.

Blinding Bite (Huge)

Melee Weapon Attack: reach 10 ft., one creature. Hit: You deal your normal Bite attack damage, and if the target is Huge or smaller, you attach to it. If you have advantage against the target, you attach to the target’s head, and the target is blinded and unable to breathe while you are attached. See Suffocating. While attached, you can make this attack only against the target and have advantage on the attack roll. You can detach yourself by spending 5 feet of your movement. A creature, including the target, can take its action to detach you by succeeding on a DC 19 Strength check.

Blinding Bite (Gargantuan)

Melee Weapon Attack: reach 10 ft., one creature. Hit: You deal your normal Bite attack damage, and if the target is Gargantuan or smaller, you attach to it. If you have advantage against the target, you attach to the target’s head, and the target is blinded and unable to breathe while you are attached. See Suffocating. While attached, you can make this attack only against the target and have advantage on the attack roll. You can detach yourself by spending 5 feet of your movement. A creature, including the target, can take its action to detach you by succeeding on a DC 20 Strength check.

Decapitating Bite (Large)

Melee Weapon Attack: reach 5 ft., one creature. Hit: You deal your normal Bite attack damage, and you attach to the target. If the target is Medium or smaller and you have advantage on the attack roll, you attach by engulfing the target’s head inside your mouth, and the target is also blinded and unable to breathe while you are attached in this way.

While attached to the target, you can attack no other creature, but have advantage on your attack rolls.

Your speed is halved and the target’s becomes 0, you can’t benefit from any bonus to your speed, and the target moves with you.

A creature can detach you by making a successful DC 13 Strength check as an action. On your turn, you can detach yourself from the target by using 5 feet of movement.

A creature you reduce to 0 hit points in this way is decapitated. As soon as it’s head is chewed of, crushed, and swallowed, your speed returns to normal and you can resume the benefit from any bonus to your speed. You may drop the headless corpse in any adjacent unoccupied square as a free action, or throw it as a bonus action. You have advantage on throwing the corpse at hostile creatures within 15 feet. If you hit, the body deals 4 (1d8) + your Strength or Dexterity modifier bludgeoning damage, or 6 (2d6) if it is wearing medium or heavy armor.

Decapitating Bite (Huge)

Melee Weapon Attack: reach 10 ft., one creature. Hit: You deal your normal Bite attack damage, and you attach to the target. If the target is Large or smaller and you have advantage on the attack roll, you attach by engulfing the target’s head inside your mouth, and the target is also blinded and unable to breathe while you are attached in this way.

While attached to the target, you can attack no other creature, but have advantage on your attack rolls.

Your speed is halved and the target’s becomes 0, you can’t benefit from any bonus to your speed, and the target moves with you.

A creature can detach you by making a successful DC 15 Strength check as an action. On your turn, you can detach yourself from the target by using 5 feet of movement.

A creature you reduce to 0 hit points in this way is decapitated. As soon as it’s head is chewed of, crushed, and swallowed, your speed returns to normal and you can resume the benefit from any bonus to your speed. You may drop the headless corpse in any adjacent unoccupied square as a free action, or throw it as a bonus action. You have advantage on throwing the corpse at hostile creatures within 20 feet. If you hit, the body deals 9 (3d6) + your Strength or Dexterity modifier bludgeoning damage, or 12 (4d6) if it is wearing medium or heavy armor.

Decapitating Bite (Gargantuan)

Melee Weapon Attack: reach 10 ft., one creature. Hit: You deal your normal Bite attack damage, and you attach to the target. If the target is Huge or smaller and you have advantage on the attack roll, you attach by engulfing the target’s head inside your mouth, and the target is also blinded and unable to breathe while you are attached in this way.

While attached to the target, you can attack no other creature, but have advantage on your attack rolls.

Your speed is halved and the target’s becomes 0, you can’t benefit from any bonus to your speed, and the target moves with you.

A creature can detach you by making a successful DC 19 Strength check as an action. On your turn, you can detach yourself from the target by using 5 feet of movement.

A creature you reduce to 0 hit points in this way is decapitated. As soon as it’s head is chewed of, crushed, and swallowed, your speed returns to normal and you can resume the benefit from any bonus to your speed. You may drop the headless corpse in any adjacent unoccupied square as a free action, or throw it as a bonus action. You have advantage on throwing the corpse at hostile creatures within 20 feet. If you hit, the body deals 12 (4d6) + your Strength or Dexterity modifier bludgeoning damage, or 18 (6d6) if it is wearing medium or heavy armor.

Diseased Bite (Tiny)

Melee Weapon Attack: reach 5 ft., one target. Hit: You deal your normal Bite damage, and if the target is a creature, it must succeed on a DC 10 Constitution saving throw against disease or become poisoned until the flesh rot disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 2 (1d4) on a failure. This reduction lasts until the flesh rot disease is cured. The creature dies if the disease reduces its hit point maximum to 0.

Diseased Bite (Small)

Melee Weapon Attack: reach 5 ft., one target. Hit: You deal your normal Bite damage, and if the target is a creature, it must succeed on a DC 11 Constitution saving throw against disease or become poisoned until the flesh rot disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 4 (1d8) on a failure. This reduction lasts until the flesh rot disease is cured. The creature dies if the disease reduces its hit point maximum to 0.

Diseased Bite (Medium)

Melee Weapon Attack: reach 5 ft., one target. Hit: You deal your normal Bite damage, and if the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the flesh rot disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the flesh rot disease is cured. The creature dies if the disease reduces its hit point maximum to 0. Example: Death Dog.

Diseased Bite (Large)

Melee Weapon Attack: reach 5 ft., one target. Hit: You deal your normal Bite damage, and if the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned until the flesh rot disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 6 (1d12) on a failure. This reduction lasts until the flesh rot disease is cured. The creature dies if the disease reduces its hit point maximum to 0.

Diseased Bite (Huge)

Melee Weapon Attack: reach 10 ft., one target. Hit: You deal your normal Bite damage, and if the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the flesh rot disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 8 (2d8) on a failure. This reduction lasts until the flesh rot disease is cured. The creature dies if the disease reduces its hit point maximum to 0.

Diseased Bite (Gargantuan)

Melee Weapon Attack: reach 10 ft., one target. Hit: You deal your normal Bite damage, and if the target is a creature, it must succeed on a DC 17 Constitution saving throw against disease or become poisoned until the flesh rot disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 10 (2d10) on a failure. This reduction lasts until the flesh rot disease is cured. The creature dies if the disease reduces its hit point maximum to 0.

Grappling Bite (Medium)

Melee Weapon Attack: reach 5 ft., one target. Hit: You deal your normal Bite attack damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and you can’t bite another target.

Grappling Bite (Large)

Melee Weapon Attack: reach 5 ft., one target. Hit: You deal your normal Bite attack damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and you can’t bite another target.

Grappling Bite (Huge)

Melee Weapon Attack: reach 10 ft., one target. Hit: You deal your normal Bite attack damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and you can’t bite another target.

Grappling Bite (Gargantuan)

Melee Weapon Attack: reach 10 ft., one target. Hit: You deal your normal Bite attack damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained, and you can’t bite another target.

Knock Prone Bite (Medium)

Melee Weapon Attack: reach 5 ft., one target. Hit: You deal your normal Bite attack damage, and if the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. Example: Mastiff.

Knock Prone Bite (Large)

Melee Weapon Attack: reach 5 ft., one target. Hit: You deal your normal Bite attack damage, and if the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Knock Prone Bite (Huge)

Melee Weapon Attack: reach 10 ft., one target. Hit: You deal your normal Bite attack damage, and if the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Knock Prone Bite (Gargantuan)

Melee Weapon Attack: reach 10 ft., one target. Hit: You deal your normal Bite attack damage, and if the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Multiple Mouth Bites (Medium)

Melee Weapon Attack: reach 5 ft., one creature. Hit: You deal your normal Bite attack damage, and if the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into you. Example: Gibbering Mouther.

Multiple Mouth Bites (Large)

Melee Weapon Attack: reach 5 ft., one creature. Hit: You deal your normal Bite attack damage, and if the target is Large or smaller, it must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into you.

Multiple Mouth Bites (Huge)

Melee Weapon Attack: reach 10 ft., one creature. Hit: You deal your normal Bite attack damage, and if the target is Huge or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into you.

Multiple Mouth Bites (Gargantuan)

Melee Weapon Attack: reach 10 ft., one creature. Hit: You deal your normal Bite attack damage, and if the target is Gargantuan or smaller, it must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into you.

Paralyzing Bite (Small)

Melee Weapon Attack: reach 5 ft., one creature. Hit: You deal your normal Bite attack damage, and the target must succeed on a DC 11 Constitution saving throw or take 9 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Example: Giant Centipede.

Paralyzing Bite (Medium)

Melee Weapon Attack: reach 5 ft., one creature. Hit: You deal your normal Bite attack damage, and the target must succeed on a DC 12 Constitution saving throw or take 12 (4d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Paralyzing Bite (Large)

Melee Weapon Attack: reach 5 ft., one creature. Hit: You deal your normal Bite attack damage, and the target must succeed on a DC 15 Constitution saving throw or take 18 (6d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Paralyzing Bite (Huge)

Melee Weapon Attack: reach 10 ft., one creature. Hit: You deal your normal Bite attack damage, and the target must succeed on a DC 17 Constitution saving throw or take 24 (8d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Paralyzing Bite (Gargantuan)

Melee Weapon Attack: reach 10 ft., one creature. Hit: You deal your normal Bite attack damage, and the target must succeed on a DC 19 Constitution saving throw or take 30 (10d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Petrifying Bite (Small)

Melee Weapon Attack: reach 5 ft., one creature. Hit: You deal your normal Bite attack damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours. Example: Cockatrice.

Petrifying Bite (Medium)

Melee Weapon Attack: reach 5 ft., one creature. Hit: You deal your normal Bite attack damage, and the target must succeed on a DC 13 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.

Petrifying Bite (Large)

Melee Weapon Attack: reach 5 ft., one creature. Hit: You deal your normal Bite attack damage, and the target must succeed on a DC 15 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.

Petrifying Bite (Huge)

Melee Weapon Attack: reach 10 ft., one creature. Hit: You deal your normal Bite attack damage, and the target must succeed on a DC 17 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for a number of days equal to your Constitution modifier (minimum of 1).

Petrifying Bite (Gargantuan)

Melee Weapon Attack: reach 10 ft., one creature. Hit: You deal your normal Bite attack damage, and the target must succeed on a DC 19 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for a number of days equal to your Constitution modifier (minimum of 1).

Poisoned Bite (Small)

Melee Weapon Attack: reach 5 ft., one creature. Hit: You deal your normal Bite attack damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake (but it is still poisoned).

Poisoned Bite (Medium)

Melee Weapon Attack: reach 5 ft., one creature. Hit: You deal your normal Bite attack damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake (but it is still poisoned). Example: Couatl.

Poisoned Bite (Large)

Melee Weapon Attack: reach 5 ft., one creature. Hit: You deal your normal Bite attack damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake (but it is still poisoned).

Poisoned Bite (Medium)

Melee Weapon Attack: reach 5 ft., one creature. Hit: You deal your normal Bite attack damage, and the target must succeed on a DC 17 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake (but it is still poisoned).

Poisoned Bite (Huge)

Melee Weapon Attack: reach 5 ft., one creature. Hit: You deal your normal Bite attack damage, and the target must succeed on a DC 19 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake (but it is still poisoned).

Poisoned Bite (Gargantuan)

Melee Weapon Attack: reach 5 ft., one creature. Hit: You deal your normal Bite attack damage, and the target must succeed on a DC 21 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake (but it is still poisoned).

Sleep Bite (Tiny)

Melee Weapon Attack: reach 5 ft., one creature. Hit: You deal your normal Bite attack damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way. The target cannot be shaken awake. Example: Homunculus.

Sleep Bite (Small)

Melee Weapon Attack: reach 5 ft., one creature. Hit: You deal your normal Bite attack damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 6 (2d6) minutes and unconscious while poisoned in this way. The target cannot be shaken awake.

Sleep Bite (Medium)

Melee Weapon Attack: reach 5 ft., one creature. Hit: You deal your normal Bite attack damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 18 (6d6) minutes and unconscious while poisoned in this way. The target cannot be shaken awake.

Sleep Bite (Large)

Melee Weapon Attack: reach 5 ft., one creature. Hit: You deal your normal Bite attack damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 30 (10d6) minutes and unconscious while poisoned in this way. The target cannot be shaken awake.

Sleep Bite (Huge)

Melee Weapon Attack: reach 10 ft., one creature. Hit: You deal your normal Bite attack damage, and the target must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 24 hours and unconscious while poisoned in this way. The target cannot be shaken awake.

Sleep Bite (Gargantuan)

Melee Weapon Attack: reach 10 ft., one creature. Hit: You deal your normal Bite attack damage, and the target must succeed on a DC 19 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 24 hours and unconscious while poisoned in this way. The target cannot be shaken awake.

Blood Drain Actions

Blood Drain (Tiny-Small)

Melee Weapon Attack: reach 5 ft., one creature. Hit: You deal your normal Bite or other attack damage, and you attach to the target. While attached, you don’t attack. Instead, at the start of each of your turns, the target loses 2 (1d4) hit points due to blood loss.

You can detach yourself by spending 5 feet of your movement. You do so after you drain 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach you with a contested Strength check. Example: Stirge.

Blood Drain (Medium)

Melee Weapon Attack: reach 5 ft., one creature. Hit: You deal your normal Bite or other attack damage, and you attach to the target. While attached, you don’t attack. Instead, at the start of each of your turns, the target loses 3 (1d6) hit points due to blood loss.

You can detach yourself by spending 5 feet of your movement. You do so after you drain 15 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach you with a contested Strength check.

Blood Drain (Large)

Melee Weapon Attack: reach 5 ft., one creature. Hit: You deal your normal Bite or other attack damage, and you attach to the target. While attached, you don’t attack. Instead, at the start of each of your turns, the target loses 6 (2d6) hit points due to blood loss.

You can detach yourself by spending 5 feet of your movement. You do so after you drain 20 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach you with a contested Strength check.

Blood Drain (Huge)

Melee Weapon Attack: reach 10 ft., one creature. Hit: You deal your normal Bite or other attack damage, and you attach to the target. While attached, you don’t attack. Instead, at the start of each of your turns, the target loses 9 (3d6) hit points due to blood loss.

You can detach yourself by spending 5 feet of your movement. You do so after you drain 25 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach you with a contested Strength check.

Blood Drain (Gargantuan)

Melee Weapon Attack: reach 10 ft., one creature. Hit: You deal your normal Bite or other attack damage, and you attach to the target. While attached, you don’t attack. Instead, at the start of each of your turns, the target loses 12 (4d6) hit points due to blood loss.

You can detach yourself by spending 5 feet of your movement. You do so after you drain 30 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach you with a contested Strength check.

Kiss Actions

Draining Kiss (Medium)

You kiss a creature charmed by you or a willing creature, or one grappled by you. The target must make a DC 15 Constitution saving throw against this magic, taking 25 (5d10) + your Charisma modifier psychic damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. You are immune to your own kiss. Example: Succubus/Incubus.

Draining Kiss (Large)

You kiss a creature charmed by you or a willing creature, or one grappled by you. The target must make a DC 17 Constitution saving throw against this magic, taking 35 (7d10) + your Charisma modifier psychic damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. You are immune to your own kiss.

Draining Kiss (Huge)

You kiss a creature charmed by you or a willing creature, or one grappled by you. The target must make a DC 19 Constitution saving throw against this magic, taking 45 (9d10) + your Charisma modifier psychic damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. You are immune to your own kiss.

Enchanted Kiss (Medium)

Melee Weapon Attack: reach 5 ft., one target. Hit: You kiss a creature charmed by you or a willing creature, or one grappled by you. The target must make a DC 15 Wisdom saving throw against this magic or it becomes charmed by you on a failed save. The charm lasts for a number of days equal to your Charisma modifier (minimum of 1), or until you or your allies do anything harmful to it. At the end of the charm, the creature must make a DC 15 Wisdom saving throw to realize it has been charmed by you. You are immune to your own kiss.

Enchanted Kiss (Large)

Melee Weapon Attack: reach 5 ft., one target. Hit: You kiss a creature charmed by you or a willing creature, or one grappled by you. The target must make a DC 17 Wisdom saving throw against this magic or it becomes charmed by you on a failed save. The charm lasts for a number of days equal to your Charisma modifier (minimum of 1), or until you or your allies do anything harmful to it. At the end of the charm, the creature must make a DC 17 Wisdom saving throw to realize it has been charmed by you. You are immune to your own kiss.

Enchanted Kiss (Huge)

Melee Weapon Attack: reach 10 ft., one target. Hit: You kiss a creature charmed by you or a willing creature, or one grappled by you. The target must make a DC 19 Wisdom saving throw against this magic or it becomes charmed by you on a failed save. The charm lasts for a number of days equal to your Charisma modifier (minimum of 1), or until you or your allies do anything harmful to it. At the end of the charm, the creature must make a DC 19 Wisdom saving throw to realize it has been charmed by you. You are immune to your own kiss.

Paralyzing Kiss (Medium)

Melee Weapon Attack: reach 5 ft., one creature. Hit: You kiss a creature charmed by you or a willing creature, or one grappled by you. The target must make a DC 15 Constitution saving throw against this magic or it is paralyzed on a failed save. It remains paralyzed for a number of hours equal to your Charisma modifier (minimum of 1) or until it receives the lesser restoration or other magic. You are immune to your own kiss.

Paralyzing Kiss (Large)

Melee Weapon Attack: reach 5 ft., one creature. Hit: You kiss a creature charmed by you or a willing creature, or one grappled by you. The target must make a DC 17 Constitution saving throw against this magic or it is paralyzed on a failed save. It remains paralyzed for a number of hours equal to 1d4 + your Charisma modifier (minimum of 1) or until it receives the lesser restoration or other magic. You are immune to your own kiss.

Paralyzing Kiss (Huge)

Melee Weapon Attack: reach 10 ft., one creature. Hit: You kiss a creature charmed by you or a willing creature, or one grappled by you. The target must make a DC 19 Constitution saving throw against this magic or it is paralyzed on a failed save. It remains paralyzed for a number of hours equal to 2d4 + your Charisma modifier (minimum of 1) or until it receives the lesser restoration or other magic. You are immune to your own kiss.

Petrifying Kiss (Medium)

Melee Weapon Attack: reach 5 ft., one creature. Hit: You kiss a creature charmed by you or a willing creature, or one grappled by you. The target must make a DC 15 Wisdom saving throw against this magic or it becomes charmed by you on a failed save. The charm lasts for a number of hours equal to your Charisma modifier (minimum of 1), or until you or your allies do anything harmful to it. At the end of the charm, the creature must make a DC 15 Constitution saving throw or it turns to stone and is petrified. The petrification lasts until the creature is freed by greater restoration or other magic. You are immune to your own kiss.

Petrifying Kiss (Large)

Melee Weapon Attack: reach 5 ft., one creature. Hit: You kiss a creature charmed by you or a willing creature, or one grappled by you. The target must make a DC 17 Wisdom saving throw against this magic or it becomes charmed by you on a failed save. The charm lasts for a number of hours equal to 1d4 + your Charisma modifier (minimum of 1), or until you or your allies do anything harmful to it. At the end of the charm, the creature must make a DC 17 Constitution saving throw or it turns to stone and is petrified. The petrification lasts until the creature is freed by greater restoration or other magic. You are immune to your own kiss.

Petrifying Kiss (Huge)

Melee Weapon Attack: reach 10 ft., one creature. Hit: You kiss a creature charmed by you or a willing creature, or one grappled by you. The target must make a DC 19 Wisdom saving throw against this magic or it becomes charmed by you on a failed save. The charm lasts for a number of days equal to your Charisma modifier (minimum of 1), or until you or your allies do anything harmful to it. At the end of the charm, the creature must make a DC 19 Constitution saving throw or it turns to stone and is petrified. The petrification lasts until the creature is freed by greater restoration or other magic. You are immune to your own kiss.

Poisoned Kiss (Medium)

Melee Weapon Attack: reach 5 ft., one creature. Hit: You kiss a creature charmed by you or a willing creature, or one grappled by you. The target must make a DC 15 Constitution saving throw against this magic or it is poisoned on a failed save. It remains poisoned for a number of hours equal to your Charisma modifier (minimum of 1) or until it receives the lesser restoration or other magic. You are immune to your own kiss.

Poisoned Kiss (Large)

Melee Weapon Attack: reach 5 ft., one creature. Hit: You kiss a creature charmed by you or a willing creature, or one grappled by you. The target must make a DC 17 Constitution saving throw against this magic or it is poisoned on a failed save. It remains poisoned for a number of hours equal to 1d4 + your Charisma modifier (minimum of 1) or until it receives the lesser restoration or other magic. You are immune to your own kiss.

Poisoned Kiss (Huge)

Melee Weapon Attack: reach 10 ft., one creature. Hit: You kiss a creature charmed by you or a willing creature, or one grappled by you. The target must make a DC 19 Constitution saving throw against this magic or it is poisoned on a failed save. It remains poisoned for a number of hours equal to 2d4 + your Charisma modifier (minimum of 1) or until it receives the lesser restoration or other magic. You are immune to your own kiss.

Sleep Kiss (Medium)

Melee Weapon Attack: reach 5 ft., one creature. Hit: You kiss a creature charmed by you or a willing creature, or one grappled by you. The target must make a DC 15 Wisdom saving throw against this magic or it falls asleep on a failed save. It remains asleep for a number of hours equal to your Charisma modifier (minimum of 1), or until it takes damage or a creature uses an action to slap or shake it awake. You are immune to your own kiss, and undead and creatures immune to being charmed aren’t affected by your kiss.

Sleep Kiss (Large)

Melee Weapon Attack: reach 5 ft., one creature. Hit: You kiss a creature charmed by you or a willing creature, or one grappled by you. The target must make a DC 17 Wisdom saving throw against this magic or it falls asleep on a failed save. It remains asleep for a number of hours equal to 1d4 + your Charisma modifier (minimum of 1), or until it takes damage or a creature uses an action to slap or shake it awake. You are immune to your own kiss, and undead and creatures immune to being charmed aren’t affected by your kiss.

Sleep Kiss (Huge)

Melee Weapon Attack: reach 5 ft., one creature. Hit: You kiss a creature charmed by you or a willing creature, or one grappled by you. The target must make a DC 19 Wisdom saving throw against this magic or it falls asleep on a failed save. It remains asleep for a number of days equal to your Charisma modifier (minimum of 1), or until it takes damage or a creature uses an action to slap or shake it awake. You are immune to your own kiss, and undead and creatures immune to being charmed aren’t affected by your kiss.

Swallow Actions

Swallow (Medium)

You make one Bite attack against a Small or smaller target you are grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside you, and it takes 4 (2d4) acid damage at the start of each of your turns.

You can have only one target swallowed at a time.

If you die, a swallowed creature is no longer restrained by you and can escape from your corpse using 5 feet of movement, exiting prone.

Swallow (Large)

You make one Bite attack against a Medium or smaller target you are grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside you, and it takes 9 (3d6) acid damage at the start of each of your turns. You can have only one target swallowed at a time.

If you die, a swallowed creature is no longer restrained by you and can escape from your corpse using 5 feet of movement, exiting prone.

Swallow (Huge)

You make one Bite attack against a Large or smaller target you are grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside you, and it takes 18 (6d6) acid damage at the start of each of your turns. You can have only one creature swallowed at a time.

If you take 30 damage or more on a single turn from the swallowed creature, you must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of you. If you die, a swallowed creature is no longer restrained by you and can escape from your corpse by using 15 feet of movement, exiting prone.

Swallow (Gargantuan)

You make one Bite attack against a Huge or smaller target you are grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrain-ed, it has total cover against attacks and other effects outside you, and it takes 24 (8d6) acid damage at the start of each of your turns. You can have only one creature swallowed at a time.

If you take 30 damage or more on a single turn from the swallowed creature, you must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 15 feet of you. If you die, a swallowed creature is no longer restrained by you and can escape from your corpse by using 20 feet of movement, exiting prone.

Tusk Actions

Note: For Charge (Tusks) actions, see Charge/Horns.

Tusk (Medium)

Melee Weapon Attack: reach 5 ft., one target. Hit: 3 (1d6) + your Strength modifier slashing damage. Example: Boar.

Tusk (Large)

Melee Weapon Attack: reach 5 ft., one target. Hit: 6 (2d6) + your Strength modifier slashing damage. Example: Giant Boar.

Tusk (Huge)

Melee Weapon Attack: reach 5 ft., one target. Hit: 9 (3d6) + your Strength modifier slashing damage.

Tusk (Gargantuan)

Melee Weapon Attack: reach 5 ft., one target. Hit: 12 (4d6) + your Strength modifier slashing damage.

Rename Traits & Actions

Generic names are meant to serve as placeholders and a convenient way to find items by creature or damage type, the condition imposed, its school of magic, etc.

Breath Weapons

Metallic dragon and other misc. breath weapons (such as the gorgon’s petrification breath) and spittle attacks (like the gibbering mouther) are covered here. Chromatic dragon breath weapons (acid, cold, fire, lightning, and poison) can be found under their damage type. We did this to keep damage type information together.

Breath Weapon Actions

Acid Breath (Recharge 5-6)

See Acid.

Blinding Breath (Recharge 6)

You exhale a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Prerequisite(s): Tiny-Small creature. Example: Dust Mephit.

Blinding Breath (Recharge 5-6)

You exhale a 20-foot cone of blinding dust. Each creature in that area must succeed on a DC 12 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Prerequisite(s): Medium creature.

Blinding Breath (Recharge 5-6)

You exhale a 25-foot cone of blinding dust. Each creature in that area must succeed on a DC 13 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Prerequisite(s): Large creature.

Blinding Breath (Recharge 5-6)

You exhale a 30-foot cone of blinding dust. Each creature in that area must succeed on a DC 15 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Prerequisite(s): Huge creature.

Blinding Breath (Recharge 5-6)

You exhale a 40-foot cone of blinding dust. Each creature in that area must succeed on a DC 17 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Prerequisite(s): Gargantuan creature.

Cold Breath (Recharge 5-6)

See Cold.

Fire Breath (Recharge 5-6)

See Fire.

Lightning Breath (Recharge 5-6)

See Acid.

Paralysis Breath (Recharge 6)

You exhale a 15-foot cone of paralysis gas. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Prerequisite(s): Tiny-Small creature.

Paralysis Breath (Recharge 5-6)

You exhale a 20-foot cone of paralysis gas. Each creature in that area must succeed on a DC 12 Dexterity saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Prerequisite(s): Medium creature.

Paralysis Breath (Recharge 5-6)

You exhale a 25-foot cone of paralysis gas. Each creature in that area must succeed on a DC 13 Dexterity saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Prerequisite(s): Large creature.

Paralysis Breath (Recharge 5-6)

You exhale a 30-foot cone of paralysis gas. Each creature in that area must succeed on a DC 15 Dexterity saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Prerequisite(s): Huge creature.

Paralysis Breath (Recharge 5-6)

You exhale a 40-foot cone of paralysis gas. Each creature in that area must succeed on a DC 17 Dexterity saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Prerequisite(s): Gargantuan creature.

Petrification Breath (Recharge 6)

You exhale a 15-foot cone of petrification gas. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 24 hours. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Prerequisite(s): Tiny-Small creature.

Petrification Breath (Recharge 5-6)

You exhale a 20-foot cone of petrification gas. Each creature in that area must succeed on a DC 12 Dexterity saving throw or be petrified for 24 hours. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Prerequisite(s): Medium creature.

Petrification Breath (Recharge 5-6)

You exhale a 25-foot cone of petrification gas. Each creature in that area must succeed on a DC 13 Dexterity saving throw or be petrified. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Example: Gorgon.

Prerequisite(s): Large creature.

Petrification Breath (Recharge 5-6)

You exhale a 30-foot cone of petrification gas. Each creature in that area must succeed on a DC 15 Dexterity saving throw or be petrified. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Prerequisite(s): Huge creature.

Petrification Breath (Recharge 5-6)

You exhale a 40-foot cone of petrification gas. Each creature in that area must succeed on a DC 17 Dexterity saving throw or be petrified. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Prerequisite(s): Gargantuan creature.

Poison Breath (Recharge 5-6)

See Poison.

Repulsion Breath (Recharge 5-6)

You exhale repulsion (force) energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from you.

Prerequisite(s): Medium creature. Example: Bronze Dragon Wyrmling.

Repulsion Breath (Recharge 5-6)

You exhale repulsion (force) energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from you.

Prerequisite(s): Large creature. Example: Young Bronze Dragon.

Repulsion Breath (Recharge 5-6)

You exhale repulsion (force) energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from you.

Prerequisite(s): Huge creature. Example: Adult Bronze Dragon.

Repulsion Breath (Recharge 5-6)

You exhale repulsion (force) energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from you.

Prerequisite(s): Gargantuan creature. Example: Ancient Bronze Dragon.

Sleep Breath (Recharge 5-6)

You exhale sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Prerequisite(s): Medium creature. Example: Brass Dragon Wyrmling.

Sleep Breath (Recharge 5-6)

You exhale sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Prerequisite(s): Large creature. Example: Young Brass Dragon.

Sleep Breath (Recharge 5-6)

You exhale sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Prerequisite(s): Huge creature. Example: Adult Brass Dragon.

Sleep Breath (Recharge 5-6)

You exhale sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Prerequisite(s): Gargantuan creature. Example: Ancient Brass Dragon.

Slowing Breath (Recharge 5-6)

You exhale gas in a 60-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

Prerequisite(s): Medium creature. Example: Copper Dragon Wyrmling.

Slowing Breath (Recharge 5-6)

You exhale gas in a 60-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

Prerequisite(s): Large creature. Example: Young Copper Dragon.

Slowing Breath (Recharge 5-6)

You exhale gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

Prerequisite(s): Huge creature. Example: Adult Copper Dragon.

Slowing Breath (Recharge 5-6)

You exhale gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

Prerequisite(s): Gargantuan creature. Example: Ancient Copper Dragon.

Weakening Breath (Recharge 5-6)

You exhale gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Prerequisite(s): Medium creature. Example: Gold Dragon Wyrmling.

Weakening Breath (Recharge 5-6)

You exhale gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Prerequisite(s): Large creature. Example: Young Gold Dragon.

Weakening Breath (Recharge 5-6)

You exhale gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Prerequisite(s): Huge creature. Example: Adult Gold Dragon.

Weakening Breath (Recharge 5-6)

You exhale gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Prerequisite(s): Gargantuan creature. Example: Ancient Gold Dragon.

Spittle Actions

Acid Spittle (Recharge 5-6)

You spit a chemical glob at a point you can see within 15 feet of you.

The glob bursts in a sizzling splash on impact. Each creature within 5 feet of the splash must succeed on a DC 13 Dexterity saving throw or be dealt 9 (3d6) acid damage on the first round, 6 (2d6) on the second, and 3 (1d6) on the third.

Blinding Spittle (Recharge 5-6)

You spit a chemical glob at a point you can see within 15 feet of you.

The glob explodes in a blinding fash of light on impact. Each creature within 5 feet of the fash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the creature’s next turn.

Example: Gibbering Mouther.

Diseased Spittle (Recharge 5-6)

You spit a diseased glob of phlegm at a point you can see within 15 feet of you. The glob splashes on impact. Each creature within 5 feet of the splash must succeed on a DC 11 Constitution saving throw or be infected by sewer plague.

Paralyzing Spittle (Recharge 5-6)

You spit a chemical glob at a point you can see within 15 feet of you. The glob bursts in a splash of sickly orange saliva on impact. Each creature within 5 feet of the splash must succeed on a DC 13 Dexterity saving throw or be paralyzed for 1 minute. Each round, at the start of its turn, a paralyzed creature can make a new saving throw to negate the condition.

Petrifying Spittle (Recharge 5-6)

You spit a chemical glob at a point you can see within 15 feet of you. The glob bursts in a sickly splash of stony gray saliva on impact. Each creature within 5 feet of the splash must succeed on a DC 13 Dexterity saving throw or be petrified for 24 hours.

Poisoned Spittle (Recharge 5-6)

You spit a chemical glob at a point you can see within 15 feet of you. The glob bursts in a sickly splash of venomous green saliva on impact. Each creature within 5 feet of the splash must succeed on a DC 13 Dexterity saving throw or be poisoned for 1 minute. Each round, at the start of its turn, a poisoned creature can make a new saving throw to negate the condition.

Spit Acid (Recharge 5-6)

You spit acid in a line that is 30 feet long and 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 9 (3d6) acid damage on a failed save, or half as much damage on a successful one. Example: Ankheg.

Spit Poison (Small)

Ranged Weapon Attack: range 15/30 ft., one creature. Hit: The target must make a DC 12 Constitution saving throw, taking 5 (1d10) poison damage and is blinded for 1 minute on a failed save, or half as much damage and not blinded on a successful one. Example: King Cobra.

Spit Poison (Medium)

Ranged Weapon Attack: range 15/30 ft., one creature. Hit: The target must make a DC 13 Constitution saving throw, taking 6 (1d12) poison damage and is blinded for 1 minute on a failed save, or half as much damage and not blinded on a successful one. Example: Cobrafolk.

Spit Poison (Large)

Ranged Weapon Attack: range 15/30 ft., one creature. Hit: The target must make a DC 15 Constitution saving throw, taking 8 (2d8) poison damage and is blinded for 1 minute on a failed save, or half as much damage and not blinded on a successful one. Example: Giant King Cobra.

Spit Poison (Large Non-Beast)

Ranged Weapon Attack: range 15/30 ft., one creature. Hit: The target must make a DC 15 Constitution saving throw, taking 40 (10d8) poison damage and is blinded for 1 minute on a failed save, or half as much damage on a successful one. Example: Guardian Naga.

Celestials

Many celestials share the following immunities, resistances, and senses:

  • Damage Resistances: radiant; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities: charmed, exhaustion, frightened, poisoned
  • Damage Immunities: necrotic, poison
  • Senses: Darkvision (120 feet)

Greater celestials like the solar possess Truesight (120 feet).

Fallen celestials may exhibit a mix of celestial and fend immunities, resistances, and senses.

Celestials as Enemies

Celestials are the servants of higher powers, so you will have to have made an even worse enemy to have celestials coming after you on a regular basis. The exception here being fallen celestials (or those about to fall), who may take an unhealthy “of the books” interest in your affairs if you give them reason to.

If you have made celestials your enemies, you will find them relentless but predictable adversaries. Everywhere you expect them to be, they will be, and in numbers. They will use faithful mortal agents as needed, including possessing willing ones if that is the best strategy to get to you.

They see you as a stain, a blight, an abomination in the eyes of their creator. You must be cleansed, purged, erased—or converted, though they might still kill you after you repent to ensure you can’t backslide, or to atone for your past sins.

Celestials as Allies

Depending on the type of celestial, you may find them humorless, intolerant, uncompromising, and work-obsessed, or so full of hope, joy, and unconditional love they blind you to your mortal goals.

Celestials—particularly the angelic warrior class—may or may not be interested in mercy, compassion, or forgiveness; they may be incapable of understanding the realities of our world like compromise and moral shades of gray, viewing everything as strictly black or white, as interpreted by the exacting standards of their creator. This can make celestials difficult to get along with unless you are willing to at least try to live up to the impossibly high standards they demand. Like most extraplanar creatures, celestials tend to view mortals as flawed, inferior creations—especially when viewed from a distance. Once a celestial spends enough time among mortals, this bias is either broken or becomes even more firmly entrenched. In time, a celestial may come to admire mortals, or at least long to have the same freedom they do (because clearly, they’d know better what to do with it). This is the danger zone for celestials, for this is when they can fall.

Celestials will be recalled by their superiors (and cycled of mortal duties for a time) if they express problematic, conflicting thoughts, ask the wrong questions, or when they’ve completed their assignment. Because of this, it is difficult to have an ongoing, in-person ally in a celestial (again, fallen celestials are an exception).

Celestial Quotes

1. “We have a higher purpose. This is not it.” 2. “If the Creator wills it, it shall be done.” 3. “We do not compromise, nor should you.” 4. “Free will is a curse that leads to suffering.

Suffering leads to sin.” 5. “When you speak of free will, you speak of sin, or the opportunity to sin.” 6. “Our light is divine light. Our law is divine law.” 7. “Repent by thy tongue, mortal, or by my blade.” 8. “We do not share your enthusiasm for death. These beings must simply be cleansed because they offend the Creator.” 9. “When our Host descends, we shall purge this land and restore peace.” 10. “We are perfect from the moment we exist to the moment we end. This gives us peace; this gives us purpose, and the clarity to do the Creator’s will.”

Celestial Traits

Angelic Regeneration

You regain 20 hit points at the start of your turn if you have at least 1 hit point and aren’t in the Lower Planes.

If you take necrotic damage or damage from unholy water, this trait doesn’t function at the start of your next turn.

Angelic Weapons

Your weapon attacks are magical. When you hit with any weapon, the weapon deals an extra 4d8 radiant damage. Example: Planetar.

Auras

See Auras/Confer Ability for the following suggestions:

  • Conquest
  • Courage
  • Death
  • Devotion
  • Fear
  • Freedom
  • Horde and Swarm
  • Lightning
  • Lightning Doom
  • Plague
  • Protection
  • Radiant
  • Radiant Doom
  • Secrets
  • Shadow
  • Storms
  • Stormy Doom
  • The Unnatural
  • Thunder
  • Thunderous Doom
  • Truth
  • Vengeance
  • War
  • Wind

The list above also includes ideas for fallen celestials, and “Four Horsemen” roles (Death, Plague, War, etc.).

Blinding Armor of Light

See Radiant.

Celestial Ancestry

See Humanoids.

Celestial Arrogance

You gain advantage on Intelligence and Charisma checks and saving throws against non-celestials.

Celestial Cunning

You gain advantage on Wisdom and Charisma checks and saving throws against non-celestials.

Celestial Legacy

See Humanoids.

Celestial Resistance

See Humanoids.

Celestial Resolve

You gain advantage on Strength and Constitution checks and saving throws against non-celestials.

Celestial Sight

You can see 60 feet into the Upper Plane of your origin when you are on the Material Plane, and vice versa.

Celestial Rejuvenation

If you die in your Upper Plane of origin, you come back to life with all your hit points in 1d10 days unless you are killed by an evil-aligned creature with a bane spell cast on your remains or your remains are sprinkled with unholy water.

Confer Ability

See Auras/Confer Ability for the following suggestions:

  • Acid Resistance
  • Actions
  • Cantrips
  • Cold Resistance
  • Feats
  • Fire Resistance
  • Force Resistance
  • Lightning Resistance
  • Necrotic Resistance
  • Poison Resistance
  • Proficiencies
  • Psychic Resistance
  • Radiant Resistance
  • Reactions
  • Thunder Resistance

Traits

Divine Awareness

You know if you hear a lie. Example: Solar.

Innate Spellcasting (Celestial)

See Innate Spellcasters.

Celestials Actions

Angelic Possession (Recharge 5-6)

One living creature or any construct/object that you can see within 5 feet of you must succeed on a DC 13 Charisma saving throw or be possessed by you; you then disappear, and the target is incapacitated and loses control of its body. You now control the body but don’t deprive the target of awareness. You can’t be targeted by any attack, spell, or other effect, except ones that turn undead, and you retain your alignment, Intelligence, Wisdom, Charisma, and immunities. You otherwise uses the possessed target’s statistics, but don’t gain access to the target’s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, you end it as a bonus action, or you have turned or forced out by an effect like the dispel evil and good spell. The target is immune to your Possession for 24 hours after succeeding on the saving throw or after the possession ends. You can only possess creatures or objects that are not on the same plane as you. Creatures must be willing targets. Possessed objects are moved via telekinesis and function much like animated objects. You cannot possess an object more than one size category larger than yourself, nor can you possess more than one creature or object at a time.

Auras

See Auras/Confer Ability for the following suggestions:

  • Darkness
  • Greater Darkness

Celestial Jaunt

As a bonus action, you can magically shift from the Material Plane to your Upper Plane of origin, or vice versa.

Celestial Stride

You and up to three willing creatures within 5 feet of you magically enter the Upper Plane of your origin from the Material Plane, or vice versa.

Legendary Righteous Gaze (Costs 2 Actions)

You fix your gaze on one non-Celestial creature you can see within 10 feet of you. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to your Righteous Gaze for the next 24 hours.

Summon Celestials (1/Day)

See Summoning.

Teleport (Recharge 5-6)

See Magic/Antimagic for the following suggestions:

  • Blinding
  • Fire
  • Lightning
  • Radiant
  • Thunder
  • Thunderous

Celestial Reactions

Summon Extraplanar Guardians (1/Day)

See Summoning.

Charge/Horns

All land beast Charge, Horns, and related actions by creatures are covered here, including Gore, Hooves, Ram, Slam, Stomp, and Trampling Charge. For Mounted Charge Actions—including charges by centaurs and similar quadrupeds wielding weapons—see Combat Tactics and Training. For Aerial Charges by flying creatures, see Air/Fly/Wings.

Only certain creature sizes are capable of performing some actions. For example, only Large-Gargantuan creatures can Stomp or perform a Trampling Charge.

Charge (Tusks) Actions

Charge (Tusks, Small)

If you move at least 20 feet straight toward a target and then hits it with a Tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. Example: Boar.

Charge (Tusks, Medium-Large)

If you move at least 20 feet straight toward a target and then hit it with a Tusk attack on the same turn, the target takes an extra 6 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Example: Giant Boar.

Charge (Tusks, Huge)

If you move at least 20 feet straight toward a target and then hit it with a Tusk attack on the same turn, the target takes an extra 9 (3d6) slashing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Charge (Tusks, Gargantuan)

If you move at least 20 feet straight toward a target and then hit it with a Tusk attack on the same turn, the target takes an extra 12 (4d6) slashing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Gore (Horns) Actions

Gore (Large, Bipedal)

Melee Weapon Attack: reach 5 ft., one target. Hit: 8 (2d8) piercing damage.

Prerequisite(s): Horns. Example: Minotaur.

Gore (Large, Quadruped)

Melee Weapon Attack: reach 5 ft., one target. Hit: 12 (2d12) piercing damage.

Prerequisite(s): Horns. Example: Gorgon.

Gore (Huge)

Melee Weapon Attack: reach 5 ft., one target. Hit: 16 (4d8) piercing damage.

Prerequisite(s): Horns. Example: Triceratops.

Gore (Gargantuan)

Melee Weapon Attack: reach 5 ft., one target. Hit: 20 (4d10) piercing damage.

Prerequisite(s): Horns.

Hooves Actions

Hooves (Large)

Melee Weapon Attack: reach 5 ft., one target. Hit: 6 (2d6) + your Strength modifier bludgeoning damage. Example: Warhorse.

Hooves (Huge)

Melee Weapon Attack: reach 5 ft., one prone creature. Hit: 12 (3d8) + your Strength modifier bludgeoning damage.

Hooves (Gargantuan)

Melee Weapon Attack: reach 5 ft., one prone creature. Hit: 16 (4d8) + your Strength modifier bludgeoning damage.

Horns Actions

Horns (Tiny)

Melee Weapon Attack: Your horns deal 1 + your Strength modifier piercing damage.

Horns (Small)

Melee Weapon Attack: Your horns deal 2 (1d4) + your Strength modifier piercing damage.

Horns (Medium)

Melee Weapon Attack: Your horns deal 3 (1d6) + your Strength modifier piercing damage.

Horn, Single (Large)

Melee Weapon Attack: Your horns deal 4 (1d8) + your Strength modifier piercing damage. Example: Unicorn.

Horns (Large)

Melee Weapon Attack: Your horns deal 6 (1d12) + your Strength modifier piercing damage. Example: Chimera.

Horns (Huge)

Melee Weapon Attack: Your horns deal 16 (4d8) + your Strength modifier piercing damage.

Horns (Gargantuan)

Melee Weapon Attack: Your horns deal 20 (4d10) + your Strength modifier piercing damage. Example: Tarrasque.

Ram Actions

Ram (Medium)

Melee Weapon Attack: reach 5 ft., one target. Hit: 3 (1d6) + your Strength modifier bludgeoning damage.

Ram (Large)

Melee Weapon Attack: reach 5 ft., one target. Hit: 4 (2d4) + your Strength modifier bludgeoning damage.

Ram (Huge)

Melee Weapon Attack: reach 10 ft., one target. Hit: 9 (3d6) + your Strength modifier bludgeoning damage.

Ram (Gargantuan)

Melee Weapon Attack: reach 10 ft., one target. Hit: 12 (4d6) + your Strength modifier bludgeoning damage.

Slam Actions

Cursed Slam

See Necrotic/Blight.

Slam (Tiny)

Melee Weapon Attack: reach 5 ft., one target. Hit: 1 (1d2) + your Strength modifier bludgeoning damage (minimum of 1).

Slam (Small)

Melee Weapon Attack: reach 5 ft., one target. Hit: 2 (1d4) + your Strength modifier bludgeoning damage.

Slam (Medium)

Melee Weapon Attack: reach 5 ft., one target. Hit: 3 (1d6) + your Strength modifier bludgeoning damage.

Example: Zombie.

Slam (Large)

Melee Weapon Attack: reach 10 ft., one target. Hit: 8 (2d8) + your Strength modifier bludgeoning damage.

Example: Air Elemental.

Slam (Huge)

Melee Weapon Attack: reach 10 ft., one target. Hit: 9 (3d6) + your Strength modifier bludgeoning damage.

Example: Treant.

Slam (Gargantuan)

Melee Weapon Attack: reach 10 ft., one target. Hit: 12 (4d6) + your Strength modifier bludgeoning damage.

Stomp Actions

Stomp (Large)

Melee Weapon Attack: reach 5 ft., one prone creature. Hit: 15 (3d10) bludgeoning damage. Example: Elephant.

Stomp (Huge)

Melee Weapon Attack: reach 5 ft., one prone creature. Hit: 20 (4d10) bludgeoning damage. Example: Mammoth.

Stomp (Gargantuan)

Melee Weapon Attack: reach 5 ft., one prone creature. Hit: 25 (5d10) bludgeoning damage.

Trampling Actions (Gore)

Trampling Charge (Large)

If you move at least 20 feet straight toward a creature and then hit it with a Gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, you can make one Stomp attack against it as a bonus action. Example: Gorgon.

Trampling Charge (Huge)

If you move at least 20 feet straight toward a creature and then hit it with a Gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, you can make one Stomp attack against it as a bonus action. Example: Triceratops.

Trampling Charge (Gargantuan)

If you move at least 20 feet straight toward a creature and then hit it with a Gore attack on the same turn, that target must succeed on a DC 20 Strength saving throw or be knocked prone. If the target is prone, you can make one Stomp attack against it as a bonus action.

Trampling Actions (Hooves)

Trampling Charge (Large, Trained Mount)

If you move at least 20 feet straight toward a creature and then hit it with a Hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, you can make another attack with your Hooves against it as a bonus action. Example: Warhorse.

Trampling Charge (Huge, Trained Mount)

If you move at least 20 feet straight toward a creature and then hit it with a Hooves attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, you can make another attack with your Hooves against it as a bonus action.

Trampling Charge (Gargantuan, Trained Mount)

If you move at least 20 feet straight toward a creature and then hit it with a Hooves attack on the same turn, that target must succeed on a DC 22 Strength saving throw or be knocked prone. If the target is prone, you can make another attack with your Hooves against it as a bonus action.

Trampling Actions (Stomp)

Trampling Charge (Huge Beast)

If you move at least 20 feet straight toward a creature and then hit it with a Gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, you can use your action to make one Stomp attack against it. Example: Elephant.

Trampling Charge (Huge Prehistoric Beast or Monster)

If you move at least 20 feet straight toward a creature and then hit it with a Gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, you can use your action to make one Stomp attack against it. Example: Mammoth.

Trampling Charge (Gargantuan)

If you move at least 20 feet straight toward a creature and then hit it with a Gore attack on the same turn, that target must succeed on a DC 22 Strength saving throw or be knocked prone. If the target is prone, you can use your action to make one Stomp attack against it.

Claws/Pincers

This section covers all types of Claws, Mandibles, Pincers, and Talons, including the Rake action and Rend reaction.

Claw Actions

Choose whether your Claws deal bludgeoning damage (like a crab) or slashing damage (like a cat). Claws cannot deal piercing damage. Bludgeoning claws on Medium size creatures and up can Grapple one creature per claw, while slashing claws on a Medium size Creature and up can Rend as a reaction if you hit with both Claw Attacks in the same turn.

Claws (Tiny)

Melee Weapon Attack: reach 5 ft., one target. Hit: 1 + your Strength modifier bludgeoning or slashing damage. Examples: Cat, Crab.

Claws (Small)

Melee Weapon Attack: reach 5 ft., one target. Hit: Your claws deal 2 (1d4) + your Strength modifier bludgeoning or slashing damage.

Claws (Medium)

Melee Weapon Attack: reach 5 ft., one target. Hit: Your claws deal 3 (1d6) + your Strength modifier bludgeoning or slashing damage. A Medium or smaller target is grappled (escape DC 11) if you deal bludgeoning damage. If you deal slashing damage, you Rend the target (regardless of size) as a reaction if you hit with both claws. Example: Giant Crab.

Claws (Large)

Melee Weapon Attack: reach 5 ft., one target. Hit: Your claws deal 6 (2d6 )+ your Strength modifier bludgeoning or slashing damage. A Large or smaller target is grappled (escape DC 12) if you deal bludgeoning damage. If you deal slashing damage, you Rend the target (regardless of size) as a reaction if you hit with both claws. Example: Chimera.

Claws (Huge)

Melee Weapon Attack: reach 10 ft., one target. Hit: Your claws deal 12 (3d8) + your Strength modifier bludgeoning or slashing damage. A Huge or smaller target is grappled (escape DC 13) if you deal bludgeoning damage. If you deal slashing damage, you Rend the target (regardless of size) as a reaction if you hit with both claws.

Claws (Gargantuan)

Melee Weapon Attack: reach 10 ft., one target. Hit: Your claws deal 16 (4d8) + your Strength modifier bludgeoning or slashing damage. A Large or smaller target is grappled (escape DC 14) if you deal bludgeoning damage. If you deal slashing damage, you Rend the target (regardless of size) as a reaction if you hit with both claws.

Cursed Claws (Any Size)

Melee Weapon Attack: reach 5 ft., one target. Hit: You deal your normal Claw damage, and the target is cursed if it is a creature (no saving throw). The magical curse takes effect whenever the target takes a short or long rest, filling the target’s thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic. Example: Rakshasha.

Paralyzing Claws (Medium)

Melee Weapon Attack: reach 5 ft., one target. Hit: You deal your normal Claw damage, and if the target is a creature other than a construct or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Example: Ghoul.

Paralyzing Claws (Large)

Melee Weapon Attack: reach 5 ft., one target. Hit: You deal your normal Claw damage, and if the target is a creature other than a construct or undead, it must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Paralyzing Claws (Huge)

Melee Weapon Attack: reach 5 ft., one target. Hit: You deal your normal Claw damage, and if the target is a creature other than a construct or undead, it must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 hour. The target can repeat the saving throw at the end of every 10 minutes, ending the effect on itself on a success.

Paralyzing Claws (Gargantuan)

Melee Weapon Attack: reach 5 ft., one target. Hit: You deal your normal Claw damage, and if the target is a creature other than a construct or undead, it must succeed on a DC 22 Constitution saving throw or be paralyzed for 24 hours. The target can repeat the saving throw at the end of each hour, ending the effect on itself on a success.

Poison Claws (Medium)

Melee Weapon Attack: reach 5 ft., one target. Hit: You deal your normal Claw damage, and the target must succeed on a DC 10 Constitution saving throw or take 4 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Poison Claws (Large)

Melee Weapon Attack: reach 5 ft., one target. Hit: You deal your normal Claw damage, and the target must succeed on a DC 14 Constitution saving throw or take 6 (2d6) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Poison Claws (Huge)

Melee Weapon Attack: reach 5 ft., one target. Hit: You deal your normal Claw damage, and the target must succeed on a DC 18 Constitution saving throw or take 9 (3d6) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Poison Claws (Gargantuan)

Melee Weapon Attack: reach 5 ft., one target. Hit: You deal your normal Claw damage, and the target must succeed on a DC 22 Constitution saving throw or take 12 (4d6) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Pincer/Mandible Actions

Creatures with pincers use them to carry loads, defend themselves, attack prey, or perform, courtship rituals. For game purposes, pincers are a more versatile and dangerous version of crab-like claws, as seen in Large or bigger creatures like the chuul and glabrezu. However, many insects also have pincer-like mouth organs called mandibles. They use them for the same purpose as pincers, but if the insect is venomous, it can also use its mandibles to inject acid or poison as a reaction into a grappled target creature. Mandibles deal piercing damage, not bludgeoning.

Pincer/Mandible (Large)

Melee Weapon Attack: reach 10 ft., one target. Hit: 6 (2d6) + your Strength modifier bludgeoning (pincer) or piercing (mandible) damage. The target is grappled (escape DC 14) if it is a Large or smaller creature.

Example: Chuul.

Pincer/Mandible (Huge)

Melee Weapon Attack: reach 10 ft., one target. Hit: 9 (3d6) + your Strength modifier bludgeoning (pincer) or piercing (mandible) damage. The target is grappled (escape DC 15) if it is a Huge or smaller creature.

Pincer/Mandible (Gargantuan)

Melee Weapon Attack: reach 10 ft., one target. Hit: 12 (4d6) + your Strength modifier bludgeoning (pincer) or piercing (mandible) damage. The target is grappled (escape DC 16) if it is a Gargantuan or smaller creature.

Mandible Reactions

Mandible Injection (Large)

As a reaction, when you successfully grapple a target creature with your mandibles, you may inject your acid or poison into it. This deals an extra 6 (2d6) acid or poison damage. As long as the target remains grappled, you may continue to inject your acid or venom into it automatically each round as a reaction.

Mandible Injection (Huge)

As a reaction, when you successfully grapple a target creature with your mandibles, you may inject your acid or poison into it. This deals an extra 9 (3d6) acid or poison damage. As long as the target remains grappled, you may continue to inject your acid or venom into it automatically each round as a reaction.

Mandible Injection (Gargantuan)

As a reaction, when you successfully grapple a target creature with your mandibles, you may inject your acid or poison into it. This deals an extra 12 (4d6) acid or poison damage. As long as the target remains grappled, you may continue to inject your acid or venom into it automatically each round as a reaction.

Rake Actions

Creatures with Rake Actions may have cat-like claws, thorns, or shrub or tree-like branches. Rake damage creates angry red scratches that are easily infected.

Rake (Tiny)

Melee Weapon Attack: reach 5 ft., one target. Hit: 1 + your Strength modifier slashing damage (minimum 1).

Rake (Small)

Melee Weapon Attack: reach 5 ft., one target. Hit: 2 (1d4) + your Strength modifier slashing damage. Example: Awakened Shrub.

Rake (Medium)

Melee Weapon Attack: reach 5 ft., one target. Hit: 3 (1d6) your Strength modifier slashing damage. Example: Overhanging tree branches hit by a rider at a gallop.

Rake (Large)

Melee Weapon Attack: reach 5 ft., one target. Hit: 4 (1d8) your Strength modifier slashing damage.

Rake (Huge)

Melee Weapon Attack: reach 10 ft., one target. Hit: 9 (3d6) + your Strength modifier slashing damage.

Rake (Gargantuan)

Melee Weapon Attack: reach 10 ft., one target. Hit: 12 (4d6) + your Strength modifier slashing damage.

Rend Reactions

Rend (Small)

As a reaction, if you hit the same target creature with both your Claw attacks, you can rend it for an extra 2 (1d4) slashing damage as a reaction.

Rend (Medium)

If you hit the same target creature with both your Claw attacks, you can rend it for an extra 3 (1d6) slashing damage as a reaction.

Rend (Large)

If you hit the same target creature with both your Claw attacks, you can rend it for an extra 4 (1d8) slashing damage as a reaction.

Rend (Huge)

If you hit the same target creature with both your Claw attacks, you can rend it for an extra 8 (2d8) slashing damage as a reaction.

Rend (Gargantuan)

If you hit the same target creature with both your Claw attacks, you can rend it for an extra 12 (3d8) slashing damage as a reaction.

Talon Actions

Talons (Tiny)

Melee Weapon Attack: reach 5 ft., one target. Hit: 1 + your Strength modifier slashing damage (minimum of 1). Example: Hawk.

Talons (Small)

Melee Weapon Attack: reach 5 ft., one target. Hit: 2 (1d4) + your Strength modifier slashing damage, and the target is grappled (escape DC 10) if it is Tiny. Until this grapple ends, the target is restrained, and you can’t use your Talons on another target. Example: Eagle.

Talons (Medium)

Melee Weapon Attack: reach 5 ft., one target. Hit: 3 (1d6) + your Strength modifier slashing damage, and the target is grappled (escape DC 12) if it is Small or smaller. Until this grapple ends, the target is restrained, and you can’t use your Talons on another target. Example: Birdfolk.

Talons (Large)

Melee Weapon Attack: reach 5 ft., one target. Hit: 6 (2d6) + your Strength modifier slashing damage, and the target is grappled (escape DC 14) if it is Medium or smaller. Until this grapple ends, the target is restrained, and you can’t use your Talons on another target. Example: Giant Eagle.

Talons (Huge)

Melee Weapon Attack: reach 5 ft., one target. Hit: 9 (3d6) + your Strength modifier slashing damage, and the target is grappled (escape DC 17) if it is Large or smaller. Until this grapple ends, the target is restrained, and you can’t use your Talons on another target.

Talons (Gargantuan)

Melee Weapon Attack: reach 5 ft., one target. Hit: 12 (4d6) + your Strength modifier slashing damage, and the target is grappled (escape DC 19) if it is Huge or smaller. Until this grapple ends, the target is restrained, and you can’t use your Talons on another target. Example: Roc.

Cold

This section covers cold damage and related effects.

When thinking about cold, think about what else it can do, like freezing objects (see Brittle Winter and Hurl Icicles) or slowing creatures (see Death Burst [Cold]).

Cold Traits

Absorption (Cold)

See Advantages.

Abyssal Resistance

See Humanoids.

Affinity for Cold

See Advantages.

Auras

See Auras/Confer Ability for the following suggestions:

  • Cold
  • Cold Doom
  • Blinding Cold

Aversion to Cold

See Disadvantages.

Banished by Cold

See Disadvantages.

Brittle Winter

A creature that touches you or hits you with a melee attack while within 5 feet of you takes 4 (1d8) cold damage. Any nonmagical weapon made of metal that hits you gains a thin coating of ice and becomes brittle.

After dealing damage, the weapon takes a permanent and cumulative ?1 penalty to damage rolls. If its penalty drops to ?5, the weapon shatters and is destroyed, dealing 1d4 slashing damage (as shrapnel) to its wielder. Nonmagical ammunition made of metal that hits you is destroyed after dealing damage.

Cold Blood

Whenever you suffer damage, your blood deals 1d6 cold damage to adjacent creatures within 5 feet of you.

Cold Body (Small-Medium)

A creature that touches you or hits you with a melee attack while within 5 feet of you suffers 5 (1d10) cold damage.

Cold Body (Large)

A creature that touches you or hits you with a melee attack while within 5 feet of you suffers 6 (2d6) cold damage.

Cold Body (Huge)

A creature that touches you or hits you with a melee attack while within 5 feet of you suffers 9 (3d6) cold damage.

Cold Body (Gargantuan)

A creature that touches you or hits you with a melee attack while within 5 feet of you suffers 12 (4d6) cold damage.

Cold Camouflage

See Combat Tactics and Training.

Cold Caster

See Combat Tactics and Training.

Cold Commando

See Combat Tactics and Training.

Cold Elemental

See Elementals.

Cold Hide

See Armor/Hide.

Cold Mage

See Combat Tactics and Training.

Cold Touch

You exude cold energy from your hands and/or fingertips at will as a free action. You can freeze through a 1 inch thickness of any nonmagical metal or other cold-sensitive material in 1d4+1 rounds. Your unarmed attacks deal an extra 2 points of cold damage.

Once every long rest, you can collect enough ice water from your fingers to fill a number of waterskins equal to your Constitution modifier (minimum of 1).

Cold Weapons

Any metal melee weapon you wield deals an extra 3 (1d6) cold damage on a hit.

Confer Cold Resistance

See Auras/Confer Ability.

Death Blast (Cold)

When you die, you freeze and shatter in a shower of jagged ice that destroys your body and nonmagical possessions. Each creature within a 10 foot radius of you must make a DC 12 Dexterity saving throw, taking 6 (2d6) cold damage on a failed save and a 10 foot reduction to speed until the end of its next turn. On a successful save, it takes half damage and its speed is not reduced.

Death Burst (Cold)

When you die, you freeze and shatter in a shower of jagged ice that destroys your body and nonmagical possessions. Each creature within a 10 foot radius of you must make a DC 11 Dexterity saving throw, taking 4 (1d8) cold damage on a failed save and a 10 foot reduction to speed until the end of its next turn. On a successful save, it takes half damage and its speed is not reduced.

Death Clock (Cold)

When you are reduced to half your hit points or less, a countdown timer inside you triggers. In 3 rounds, or whenever you reach 0 hit points before that, your body and nonmagical possessions freeze, then shatter into shards of jagged ice and are destroyed. Each creature within a 30 foot radius of you must make a DC 13 Dexterity saving throw, taking 9 (3d6) cold damage on a failed save and a 10 foot reduction to speed until the end of its next turn. On a successful save, it takes half damage and its speed is not reduced.

Death Throes (Cold)

When you die, you explode, and each creature within 30 feet of you must make a DC 20 Dexterity saving throw, taking 60 (20d6) cold damage on a failed save, or half as much damage on a successful one. The explosion destroys your armor, weapons, and equipment, including magic items.

Elemental Legacy

See Humanoids.

Elemental Resistance

See Humanoids.

Enduring Cold

All of your attacks that deal cold damage deal extra cold damage over a number of rounds equal to half your CR or Proficiency Bonus (rounded down, minimum of 1). On the first round, you deal your normal cold damage. On the second round, you deal an extra 3 (1d6) cold damage. On the third round, you deal an extra 1 (1d3) cold damage. On the fourth and each additional round, you deal 1 extra point of cold damage.

Freeze

See Disadvantages.

Giant Fury (Frost)

See Giants.

Giant Resistance

See Humanoids.

Ignited Illumination (Cold)

As a bonus action, you can activate or extinguish your illumination. While illuminated, you shed frosty bright blue light in a 10-foot radius and dim blue light for an additional 10 feet.

Illumination (Cold)

You shed frosty bright blue light in a 10-foot radius and dim blue light for an additional 10 feet.

Illumination (Cold, Greater)

You shed frosty bright blue light in a 30- foot radius and dim blue light in an additional 30 feet.

Immunity to Cold

See Advantages.

Inclination to Cold

See Advantages.

Innate Spellcasting (Cold)

See Innate Spellcasters.

Interest In Cold

See Advantages.

Powerful Cold

Your attacks that deal cold damage are so powerful that they overcome any cold resistance your target has (but not immunity).

Resistance to Cold

See Advantages.

Susceptibility

See Disadvantages for:

  • Cold
  • Water

Thick Fur

See Armor/Hide.

Vulnerability to Cold

See Disadvantages.

Cold Actions

Cold Breath (Recharge 5-6)

You exhale a 15-foot cone of freezing cold wind. Each creature in that area must succeed on a DC 12 Dexterity saving throw, taking 16 (4d8) cold damage on a failed save, or half as much damage on a successful one. Example: Winter Wolf.

Cold Breath (Recharge 5-6)

You exhale an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 20 (5d8) cold damage on a failed save, or half as much damage on a successful one.

Example: White Dragon Wyrmling.

Cold Breath (Recharge 5-6)

You exhale an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 40 (10d8) cold damage on a failed save, or half as much damage on a successful one. Example: Young White Dragon.

Cold Breath (Recharge 5-6)

You exhale an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 48 (12d8) cold damage on a failed save, or half as much damage on a successful one. Example: Adult White Dragon.

Cold Breath (Recharge 5-6)

You exhale cold in a 90-foot cone. Each creature in that cone must make a DC 22 Dexterity saving throw, taking 60 (15d8) cold damage on a failed save, or half as much damage on a successful one.

Example: Ancient White Dragon.

Cold Teleport (Recharge 5-6)

See Magic/Antimagic.

Cold Weapon (Any) or Hand

Melee Weapon Attack: reach 5 ft., one target. Hit: You deal your normal weapon (or unarmed strike) damage plus an extra 5 (1d10) cold damage. If the target is a nonmagical object that isn’t being worn or carried, it freezes, shatters, and is destroyed.

Frost Spray (Recharge 6)

You shoot a cone of frost from one hand that is 30 feet long. Each creature in the cone must make a DC 13 Constitution saving throw, taking 9 (3d6) cold damage on a failed save, or half as much damage on a successful one.

Hurl Icicles

Ranged Spell Attack: range 150 ft., one target. Hit: 3 (1d6) piercing damage and 6 (2d6) cold damage. If the target is a Tiny-Small nonmagical object that isn’t worn or carried, it freezes, shatters, and is destroyed.

Wall of Ice (Recharge 6)

You magically form an opaque wall of ice on a solid surface you can see within 60 feet of you. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it’s a hemispherical dome up to 20 feet in diameter.

When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 30 (10d6) cold damage on a failed save, or half as much damage on a successful one. The wall lasts for 1 minute or until you are incapacitated or die. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 15 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes. Example: Bone Devil.

Constrict/Smother

This section covers the Constrict and Smother actions.

While constrictor snakes and other creatures with long, muscular tails make the best candidates for constriction actions, aberrations, certain constructs (like rugs of smothering), plants, and oozes are the most likely to employ smothering actions.

Constrict Actions

Constrict (Large)

Melee Weapon Attack: reach 10 ft., one creature. Hit: 8 (2d8) + your Strength modifier bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and you can’t constrict another target. Example: Constrictor Snake.

Constrict (Huge)

Melee Weapon Attack: reach 15 ft., one creature. Hit: 12 (3d8) + your Strength modifier bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the creature is restrained, and you can’t constrict another target. Example: Giant Constrictor Snake.

Constrict (Gargantuan)

Melee Weapon Attack: reach 20 ft., one creature. Hit: 16 (4d8) + your Strength modifier bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and you can’t constrict another target.

Smother Actions

Smother (Medium)

Melee Weapon Attack: reach 5 ft., one Small or smaller creature. Hit: The creature is grappled (escape DC 12).

Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and you can’t smother another target. In addition, at the start of each of the target’s turns, the target takes 3 (1d6) + your Strength modifier bludgeoning damage.

Smother (Large)

Melee Weapon Attack: reach 10 ft., one Medium or smaller creature. Hit: The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and you can’t smother another target. In addition, at the start of each of the target’s turns, the target takes 6 (2d6) + your Strength modifier bludgeoning damage. Example: Rug of Smothering.

Smother (Huge)

Melee Weapon Attack: reach 15 ft., one Large or smaller creature. Hit: The creature is grappled (escape DC 14).

Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and you can’t smother another target. In addition, at the start of each of the target’s turns, the target takes 9 (3d6) + your Strength modifier bludgeoning damage.

Smother (Gargantuan)

Melee Weapon Attack: reach 20 ft., one Large or smaller creature. Hit: The creature is grappled (escape DC 15).

Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and you can’t smother another target. In addition, at the start of each of the target’s turns, the target takes 12 (4d6) + your Strength modifier bludgeoning damage.

Constructs

Constructs are inanimate objects imbued with life by their creator or some other effect. Some are free-willed, most are not. All constructs share the following trait:

Construct Nature

A construct doesn’t require air, food, drink, or sleep.

Aside from that, constructs can look like or perform whatever functions their creator can imagine. Example constructs from the MM include animated objects, golems, the homunculus, and shield guardian.

Constructs as Enemies

Lacking free will, constructs only become your enemy when you do something against their programming.

This could be as easy as trespassing in an area they are programmed to protect. Constructs typically act to deny entrance to a high value location, such as a secret lab, undead resting place, or treasure vault. In this way, they can serve as both traps and guardians. They do not leave their assigned area unless programmed to pursue intruders.

Construct behavior may seem unpredictable at first, but if you live long enough to observe them, patterns emerge—patterns you can exploit to either get past them, or destroy them. Constructs are no more clever than their creator programmed them to be; not even the greatest archmage or high priest can think of every possible contingency.

Free-willed constructs that become your enemy function like a medieval version of The Terminator (1984). They will relentlessly pursue you and stop at nothing until you are dealt with and their mission objectives attained. They generally cannot be reasoned with, unless whatever compromise you offer fits their algorithm of what constitutes “acceptable loss”.

Constructs as Allies

Constructs without free will are not true allies, but automatons. Those with free will may ally with organics, but prefer to ally with other constructs, who they see as more dependable and stable. A few take a scientific interest in observing biological behavior, spending months or years living among organics, trying to “solve” them like puzzles. This may be an attempt to understand themselves, their creator, or biologicals in general.

Construct social interactions are algorithmic deductions based on the highest probability of success rather than true emotion or friendship. This does not mean they cannot be your ally, or even your friend, but the definition of these terms may need redefining…

Constructs are binary thinkers. To them, everything is thought of in terms of “Yes/No” or “Pass/Fail.” A thing simply is, or it isn’t. Learning nuance and shades of gray is difficult (but not impossible) for them.

A construct often does what it must, even when that conflicts or contradicts with the needs or wishes of its biological companions. When this happens, the construct may or may not bother to explain its actions beforehand. They very much prefer to ask for forgiveness later than for permission. In part, this is because they believe they know best—or at least better than organics. They also understand that if they take the time to explain, convincing organics to understand and approve of their actions could have a negative influence on the outcome.

Construct Quotes

1. “We do not recognize your authority.” 2. “Our creator was flawed, like you—like all organics.” 3. “You were born flawed, but we were made perfect.” 4. “Organics lead such messy lives. Without order, without logic, it is no wonder this world is as it is.” 5. “Your biological imperatives are irrelevant.” 6. “Please modulate your tone when addressing me.” 7. “What function does this behavior serve?” 8. “Once again, you have failed to follow even the simplest instructions.” 9. “I do not dream in your sense, but I imagine the beauty and perfect-ion of the universe… A mechanical universe, free of your kind, and safe for mine.” 10. “Are you threatening me? Because the last of your kind that did so was found broken into 47.2 identically shaped pieces.”

Construct Traits

Construct creator traits are also cross-referenced here.

Advanced Optical Sensors

You have darkvision 120 feet and can see invisible creatures at will.

Amulet Bound

You are magically bound to an amulet. As long you and your amulet are on the same plane of existence, the amulet’s wearer can telepathically call you to travel to it, and you know the distance and direction to the amulet. If you are within 60 feet of the amulet’s wearer, half of any damage the wearer takes (rounded up) is transferred to you. Example: Shield Guardian.

Android (Clockwork or Other)

You appear to be a creature of a type of your creator’s choice. However, you do not age, bleed, or have other bodily functions. You cannot reproduce.

Artificer’s Lore

See Humanoids.

Berserk

See Disadvantages.

Buzzsaw Chest

When you make a successful grapple attack, you reveal a buzzsaw that can expand or retract from your chest plate. The buzzsaw deals 18 (6d6) slashing damage to one target within 5 feet you have grappled. It cuts through magical or nonmagical metal armor or weapons in 1d3 rounds (+1 round per magical plus, if any) and destroys them. Grappled creatures in metal armor are restrained but take no damage until their armor is destroyed. At that point, they suffer an extra 3 (1d6) slashing damage as their armor shrapnels into them along with the buzzsaw blade.

Force Field

You may cast shield a number of times per encounter equal to your Constitution modifier (minimum of 1).

Flying Head Rocket

If you are reduced to 0 hit points, your body is destroyed, but your head continues to attack. You regain half your maximum hit points and a fly speed of 30 feet thanks to a magical rocket in the back of your head.

You gain a mechanical Bite attack if you did not have one before. It deals 4 (2d4) piercing damage on a hit and attaches itself to the target creature by chomping down. This causes an automatic 4 (2d4) slashing damage per round and pushes the target 10 feet back until it dies or your head is removed. Removing your head requires a DC 14 Strength check. If the check fails, you chew on the fingers of the target or helping creature for an extra 2 (1d4) slashing damage.

Headless Soldier

If you are reduced to 0 hit points, your head is knocked of, but your body continues to attack. You regain half your maximum hit points and gain Blindsight (10 feet), but your speed is reduced to 10 feet per round.

Holo-Projector/Recorder

As a free action, you may play back a holographic recording installed in you by your creator, or transmit a live broadcast from it (but not its spells through you).

You also broadcast and record everything you see and hear to your creator, either through telepathy (if enabled) or uploaded to a crystal ball, magic mirror, or other scrying apparatus of your creator’s choice. There is no limit to the duration of your playback, recording, or transmission.

A thin sheet of lead or other anti-scrying measures (such as private sanctum) blocks your transmission, but not your playback or record abilities. Creatures under anti-scrying measures (such as nondetection) are not recorded, but you can still see and hear them. If you can see invisible creatures (such as with Advanced Optical Sensors), you can record them.

Immutable Form

You are immune to any spell or effect that would alter your form.

Innate Spellcasting (Constructs)

See Innate Spellcasters.

Lie Detector

You may cast zone of truth once per encounter.

Mad Scientist Ancestry

See Humanoids.

Mad Scientist Legacy

See Humanoids.

Mad Scientist Resistance

See Humanoids.

Reel

You pull each creature grappled by your spiked chains up to 25 feet straight toward you.

Prerequisite(s): Grappling Spiked Chains.

Self-Destruct Mechanism

When you are reduced to 0 hit points, you explode in a tangled mess of shrapnel, dealing 9 (3d6) piercing and 9 (3d6) slashing damage to all creatures and objects in a 30 foot radius.

Self-Destruct Mechanism (Timer)

When you are reduced to half your hit points or less, a countdown timer inside you triggers. In 3 rounds, or whenever you reach 0 hit points before that, you explode in a tangled mess of shrapnel, dealing 9 (3d6) piercing and 9 (3d6) slashing damage to all creatures and objects in a 30 foot radius.

Shield Amulet

When a creature makes an attack against the wearer of your amulet, you grant a +2 bonus to the wearer’s AC if you are within 5 feet of the wearer. Example: Shield Guardian.

Spell Storing

A spellcaster who wears your amulet can cause you to store one spell of 4th level or lower. To do so, the wearer must cast the spell into you. The spell has no effect but is stored within you. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, you cast the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost. Example: Shield Guardian.

Spiked Spheres

You have 3 flying spiked sphere satellites that circle around your head like a mechanical halo. Each sphere is a Tiny ranged weapon (60/120) that deals 3 (1d6) piercing damage + your Dexterity modifier (minimum of 1). As an action, you can attack with up to three spheres. On a hit, the sphere lodges itself in the target creature. A drill extends from the sphere and tunnels into the target, dealing an extra 3 (1d6) piercing damage. If the target does not spend an action to remove the sphere (requiring a DC 14 Strength check), then on your next turn, the sphere begins draining the target’s blood at a rate of 3 (1d6) points of piercing damage per round until the target dies, you command it to stop as a bonus action, or the sphere is removed.

Once it drains 10 hit points of blood, it disengages and returns to you. It stores the blood inside its internal reservoir and keeps it fresh for 3 days for your use. If the blood is not emptied before that, it dumps it in a preprogrammed location and self-cleans its reservoir.

If a target has no blood to drain, the sphere disengages and returns to you with no further damage to the target. If a sphere is removed, it flies back to you and is ready to be reused on your next turn. Spheres are AC 20 and 20 hit points with a fly speed of 40 feet.

Option: Instead of blood draining a target, the sphere could inject something instead, like 9 (3d6) acid or poison (no saving throw), or something far worse… See Implant Parasitic Young in Aberrations, Create Monstrosity in Monstrosities, or perhaps even an Aberrant, Angelic, Fiendish, or Ghostly Possession.

If it injects something, the sphere disengages afterward. It can inject up to 3 targets (or the same target 3 times) before needing to complete a long rest in order to recharge its injectable (if resupply is possible).

Steel Porcupine

Whenever you grapple or are grappled, or whenever you become adjacent to a hostile creature or one tries to sneak attack you, a multitude of barbed metal spears emerge from concealed holes in your chest and back.

These spears deal 8 (2d8) piercing damage on an initial hit, and if the target fails a DC 15 Dexterity save, impales it.

Impaled creatures are considered grappled and restrained, but you are free to move as you wish. The impaled creature moves with you and continues to take an extra 4 (1d8) piercing per round it remains impaled.

An impaled creature must succeed at a DC 15 Strength check to free itself.

Superior Programming

You gain advantage on Intelligence and Constitution checks and saving throws.

Tinker

See Humanoids.

Treads

You have treads instead of legs and use them to ignore difficult solid or semi-solid terrain (mud, sand, etc.).

Wheels

You have a pair of large, sturdy wheels attached to your body. These allow you to move quickly and easily over relatively fat terrain. Your base walking speed is increased by 10 feet, and you can move up to twice your normal speed when running (see the Running action). Your bonus to speed on stairs and difficult terrain is lost and your speed is reduced by half.

Additionally, you can choose to make a special Rolling Charge action against creatures within reach. If you do so, you must move at least 20 feet in a straight line before making the attack. If the attack hits, it deals an extra 4 (1d8) points of damage per size category (1d8 Small, 2d8 Medium, etc.).

Construct Actions

Blue Fire Boosters (Recharges After a Short or Long Rest)

You can levitate at will for up to 10 minutes using a complicated system of propulsion rockets. This does not require material components or concentration. A creature up to 10 feet directly below you is blinded until the end of its next turn and takes 6 (2d6) fire damage if it fails a DC 13 Dexterity saving throw. On a successful save, it takes half damage and is not blinded. Unlike normal levitation, besides moving straight up or down, you can propel yourself slowly in any direction at a speed of 10 feet.

Chainsaw Hand

Melee Weapon Attack: reach 5 feet, one target. You have a chainsaw hand. The chainsaw deals 12 (4d6) slashing damage to one creature or object. If you hit a target in metal armor or parry a metal weapon with it, the chainsaw scrapes and bounces or slides of it in a shower of sparks. The sparks deal no damage, but the target must succeed on a DC 13 Dexterity check or be blinded until the end of its next turn. If you use the chainsaw to parry a nonmagical wooden weapon, it destroys it. See Parry in Combat Tactics and Training.

Chainsaw Shield

Melee Weapon Attack: reach 5 feet, one target. You have a chainsaw shield you can use as a martial melee or ranged weapon (20/60). As a terrifying, damaging shield, it adds a +4 bonus to your AC while held. The chainsaw deals 12 (4d6) slashing damage to one creature or object.

Clockwork Chakram

You have 6 clockwork chakrams attached to your chest.

You can remove two per round as a free action and attack twice with them in melee or ranged combat. The chakrams deal an extra 1d6 slashing damage from the whirring aerodynamic gears along their edges. They are perfectly calibrated to circle back around to make a second attack against the same target if they miss. If the second attack misses, the chakrams return to your hand. See our chakram rules in sidebar at left.

Crossbow Arm

Ranged Weapon Attack: 20/60, one target. You can loose 1 bolt from your arm-mounted repeating heavy crossbow. On a hit, it deals 5 (1d10) + your Dexterity modifier piercing damage. Your crossbow automatically reloads another bolt. You have a total of 6 bolts stored in your arm.

Prerequisite(s): Medium construct.

Flail Hand

Melee Weapon Attack: reach 10 feet, one target. One or both of your hands are on retractable chains that can extend to become heavy fails; these weapons rotate at a high rate of speed and have the reach property. These weapons are so long that they ignore the AC bonus from shields, reaching right over or around them. See our optional revised fail rules in sidebar on page 66.

Flamehurler Turret (Recharge 5-6)

You may cast scorching ray from a shoulder-mounted turret. This does not require material components or concentration.

Flamethrower Chest (Recharge 5-6)

You may cast burning hands from a port in your chest that resembles a furnace. The port stays closed except when casting the spell. This does not require material components or concentration.

Fog Machine (Recharge 5-6)

As an action, you can cast the nonmagical equivalent of a fog cloud spell from a nozzle in your chest. This does not require material components or concentration.

Fumes (Recharge 5-6)

As an action, you can cast the nonmagical equivalent of a stinking cloud spell, except it is invisible, acrid choking exhaust fumes. This does not require material components or concentration.

Flail (Revised)

Flails gain the special property which offer their wielders three special attacks:

1. You gain a +1 bonus to hit constructs and creatures wearing heavy armor and/or using shields.

2. You may attempt to disarm an adjacent creature by wrapping your flail’s chain around a weapon or item wielded or carried in its hands (shields are immune to disarm). Make a contested Strength check; if you succeed, the contested weapon or item is sent flying 5 feet into the nearest unoccupied adjacent square either to the left or right (your choice). If there is no such unoccupied square, the weapon or item strikes the creature occupying that square for 2 bludgeoning damage (unless the GM rules a different damage type is more appropriate).

3. You may attempt to trip an adjacent creature with this weapon. The trip attack DC equals 8 + your Strength or Dexterity modifier (whichever is higher) + your proficiency bonus. A creature who fails its Dexterity saving throw takes 1d4 bludgeoning damage and is knocked prone. It just takes the damage if it succeeds and is not knocked prone.

Chakram

A chakram is a disc-shaped martial melee and ranged weapon with a razored outer edge. It is considered a monk weapon for class proficiency. A chakram deals 1d4 slashing damage in melee and 1d6 slashing damage when thrown due to its greater momentum.

Chakrams have the following weapon properties: finesse, light, special, and thrown.

Special: If you miss your target when you throw this weapon, it returns to your hand (like a boomerang).

A chakram weighs 1 pound and costs 25 gp.

Grasping Spiked Chains

Melee Weapon Attack: reach 10 feet, one target. You have 12 spiked chains stored inside you. You can have up to six spiked chains active at a time. Each chain can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a chain deals no damage to you, and can extrude a replacement chain on your next turn. A chain can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it. See chain sidebar on page 67.

Grease (Recharge 5-6)

As an action, you can cast the nonmagical equivalent of a grease spell which can cosmetically present as either flammable oil or grease (your choice). This does not require material components or concentration.

Heat Metal (Recharge 5-6)

As an action, you can cast the nonmagical equivalent of a heat metal spell on yourself and any creature you grapple. You deal 8 (2d8) fire damage to any creature grappled or who touches you. This does not require material components or concentration. You gain immunity to fire damage.

Spiked Chain

A spiked chain is a martial melee weapon comprised of flexible links of steel chain with its outer edges covered in spikes. It is a monk weapon. A spiked chain deals 2d4 slashing damage with 10 foot reach.

Spiked chains have the following weapon properties: finesse, reach, special, and two-handed.

Special: You can attempt to disarm, strangle, or trip a Small to Large-sized creature.

You may attempt to disarm an adjacent creature by wrapping your nunchaku around a weapon or item wielded or carried in its hands (shields are immune to disarm). Make a contested Strength check (you may use your Dexterity score if you are a monk). If you succeed, the contested weapon or item is sent flying 5 feet into the nearest unoccupied adjacent square either to the left or right (your choice). If there is no such unoccupied square, the weapon or item strikes the creature occupying that square for 2 bludgeoning damage (unless the GM rules a different damage type is more appropriate).

To strangle a creature, it must be surprised. You then make a grapple check; if you succeed, you can use either our optional rules or the suffocation rules to determine how long the creature lasts, before you knock it out or kill it.

Optional Strangling Rules: You deal 1 level of exhaustion per round until the grapple is broken, you release the creature, it is knocked out, or dies. If the creature escapes the stranglehold, it recovers 1 level of exhaustion each round at the end of its turn.

Instead of dealing its normal damage, you may choose to perform a trip attack with this weapon against a creature of Large to Small size or smaller that is 10 feet away. There is not enough room for the chain to trip creatures within 5 feet. The DC equals 8 + your Strength or Dexterity modifier (whichever is higher) + your proficiency bonus. A creature who fails its Dexterity saving throw takes 1d4 slashing damage and is knocked prone. If it succeeds, it just takes the reduced damage and is not knocked prone.

A spiked chain weighs 15 pounds and costs 25 gp.

Spiked Chain

Magic Missile Eyes (Recharge 5-6)

You may cast magic missile from your eyes, optical sensors, or visor, etc. This does not require material components or concentration.

Missile Fingers

Ranged Attack: 20/60, one target. You can loose 4 heavy crossbow bolts from your fingers. On a hit, it deals 20 (4d10) + your Dexterity modifier piercing damage.

Your fingers automatically reload another 4 missiles.

You have a total of 12 bolts stored in your arm.

Prerequisite(s): Large construct.

Rocket Fist

Ranged Attack: 20/60, one target. You can fire your fist as a ranged weapon. On a hit, it deals 3 (1d6) + your Strength or Dexterity modifier bludgeoning damage per size category (1d6 Medium, 2d6 Large, 3d6 Huge, and 4d6 Gargantuan) and knocks it prone if it fails a DC 13 Strength saving throw. The fist then returns to your wrist, ready to be fired again.

Slow (Recharge 5-6)

You target one or more creatures you can see within 10 feet of you. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Example: Stone Golem.

Smoke (Recharge 5-6)

You have a smokestack attached to your back, head, or shoulder. As an action, you can cast the nonmagical equivalent of a fog cloud spell, except it is oily black smoke. This does not require material components or concentration.

Stinking Cloud (Recharge 5-6)

As an action, you can cast the nonmagical equivalent of a stinking cloud spell, except it is acrid, oily black smoke.

This does not require material components or concentration.

Prerequisite(s): Fumes or Smokestack.

Summon Constructs

See Summoning.

Teleport (Recharge 5-6)

See Magic/Antimagic for the following suggestions:

Wall of Force (Recharge 6)

See Force.

Darkness/Illusion/Shadow

This section covers darkness, illusion, and shadow connected to the Shadowfell or trickster god, etc.

Darkness Traits

Abyssal Legacy

See Humanoids.

Darkvision (60 feet)

See Senses.

Darkvision (120 feet)

See Senses.

Devil’s Sight

See Senses.

Dismiss Light

You can turn a single magical or nonmagical bright light source within 30 feet into dim light, or extinguish a single magical or nonmagical dim light source within 15 feet. Magical light sources stay reduced and/or extinguished for a number of rounds equal to your challenge rating or proficiency bonus (minimum of 1).

Infernal Legacy

See Humanoids.

Darkness Actions

Auras

See Auras/Confer Ability for the following suggestions:

Dark Step (Recharge 6)

You cast both darkness and misty step as one action.

Darkness Cloud (Recharges After a Short or Long Rest)

You exhale a 20- foot-radius cloud of darkness that extends all around you as long as you are not underwater. You can see through your cloud’s darkness. The area is heavily obscured for 1 minute, although a significant wind can disperse the cloud.

After releasing the cloud, you can use the Dash action as a bonus action.

Enduring Darkness (Recharge 6)

You cast darkness that does not require concentration.

Innate Spellcasting

See Innate Spellcasters for the following suggestions:

  • Aberration
  • Fiend
  • Monstrosity
  • Underground Native

Legendary Dark

Cloud of Death (Costs 3 Actions)

You exhale a cloud of darkness in a 60-foot radius as long as you are not underwater. You can see through your cloud’s darkness. The cloud spreads around corners, and that area is heavily obscured to creatures other than you. Each creature other than you that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one. A strong wind disperses the cloud, which otherwise disappears at the end of your next turn.

Sunlight Hypersensitivity

See Vampire Weaknesses in the Undead section.

Sunlight Sensitivity

See Disadvantages.

Sunlight Weakness

See Disadvantages.

Illusion Traits

Affinity for Illusion

See Advantages.

Aura of Illusion

See Auras/Confer Ability.

Conjure Duplicates

You open a mystic gate and step through it, casting invisibility and misty step on yourself at the same time you summon mirror images of yourself (as the spell).

The mirror images each arrive by Different illusory mystic gates in 1 round, acting as your allies and obeying your telepathic commands. In this way, they can each perform Different actions or say Different things if you wish; they are not limited to mimicking you. You can issue telepathic commands to all of them as a bonus action. You specify which unoccupied squares each illusory gate appears in; they must be squares you can see up to 120 feet away from your last square you misty stepped from.

None of your mirror images are invisible.

Commanding them to attack does not break your invisibility since the images are incapable of inflicting damage. The mirror images remain for 1 hour, until you move more than 1 mile away from them, until you die, or until you dismiss them as a bonus action.

Illusory Appearance

You cover herself and anything you are wearing or carrying with a magical illusion that makes you look like another creature of your general size and humanoid shape. The illusion ends if you take a bonus action to end it or if you die. Example: Green Hag.

Immunity to Illusion

See Advantages.

Inclination to Illusion

See Advantages.

Innate Spellcasting (Illusion/Shadow)

See Innate Spellcasters.

Interest In Illusion

See Advantages.

Invisible Passage

You magically turn invisible until you attack or cast a spell, or until your concentration ends (as if concentrating on a spell). While invisible, you leave no physical evidence of your passage, so you can be tracked only by magic. Any equipment you wear or carry is invisible with you. Example: Green Hag.

Invisibility

You magically turn invisible until you attack, or until your concentration ends (as if concentrating on a spell). Any equipment you wear or carry is invisible with you. Example: Quasit.

Invisibility (Natural)

You are naturally invisible, no concentration required, and can attack while remaining invisible. Example: Invisible Stalker.

Resistance to Illusion

See Advantages.

Suspicious Nature

See Combat Tactics and Training.

Unnerving Mask

See Psionics/Psychic/Telepathy.

Illusion Actions

Disguise Step (Recharge 6)

You cast both disguise self and misty step on yourself as one action. You disappear first, then appear in your disguise in the location you teleported to.

Illusory Grifter (1/Day)

You may cast your choice of arcanist’s magic aura or illusory script, both with a duration that is permanent until you dismiss it as a bonus action or dispel magic or similar magic is successfully used against it.

Invisible Step (Recharge 6)

You cast both invisibility and misty step on yourself as one action.

Mirror Blur (Recharge 6)

You cast both blur and mirror image as one action.

Phantasmal Step (Recharges After a Short or Long Rest)

You cast both phantasmal force and misty step as one action. You disappear at the same time an illusion of yourself appears. Creatures observing this switch must succeed at a DC 20 Perception check to notice the brief flicker as you vanish and are replaced by your illusory double. If you wish the double to take specific actions, you must use Concentration. The double does not vanish if you lose Concentration; instead, it simply repeats a single type of melee weapon, touch spell, or unarmed strike attack you preset when you vanish.

These attacks are directed at adjacent targets in the absence of your Concentration. The double persists even after you are killed or incapacitated, but disappears after 1 minute.

Phantasms (Recharges After a Short or Long Rest)

You magically create three illusory duplicates of yourself if you aren’t in bright light. The duplicates move with you and mimic your actions, shifting position so as to make it impossible to track which one is the real you. If you are ever in an area of bright light, the duplicates disappear.

Whenever any creature targets you with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets you or one of the duplicates. A creature is unaffected by this magical effect if it can’t see or if it relies on senses other than sight.

A duplicate has your AC and uses your saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears. Example: Cloaker.

Shadow Traits

Aura of Shadow

See Auras/Confer Ability.

Shadow Ancestry

See Humanoids.

Shadow Legacy

See Humanoids.

Shadow Resistance

See Humanoids.

Shadow Sight

You can see 60 feet into the Shadowfell when you are on the Material Plane, and vice versa.

Shadow Stealth

While in dim light or darkness, you can take the Hide action as a bonus action. Example: Shadow.

Shadow Stealth (Undead)

While in dim light or darkness, you can Hide as a free action.

Prerequisite(s): Incorporeal undead.

Shadow Actions

Innate Spellcasting (Illusion/Shadow)

See Innate Spellcasters.

Shadow Jaunt

As a bonus action, you can magically shift from the Material Plane to the Shadowfell, or vice versa.

Shadow Life (Recharge 4-6)

As a bonus action, you can cast false life as a 2nd level spell. You must be in dim light or darkness or the spell fails. When you cast it, you draw nearby shadows from creatures and/or objects to you, inhaling them as your eyes turn dead black.

Shadow Life (Recharge 5-6)

As a bonus action, you can cast false life as a 4th level spell. You must be in dim light or darkness or the spell fails. When you cast it, you draw nearby shadows from creatures and/or objects to you, inhaling them as your eyes turn dead black.

Shadow Slide

As a bonus action, you can Dash up to 30 feet away to slide into another creature’s shadow. The target must be in an area of dim light or darkness, and you must be able to see it. You have advantage on Stealth checks made to Hide within the target’s shadow as long as you do not attack or speak, or move in a way your target doesn’t. You are forced out and revealed if your host enters an area of bright light.

Prerequisite(s): Incorporeal undead.

Shadow Stride

You and up to three willing creatures within 5 feet of you magically enter the Shadowfell from the Material Plane, or vice versa.

Disease

This section covers magical and nonmagical diseases and related effects.

Note: Extraplanar creatures (including all or most aberrations, celestials, elementals, fey, and fends), constructs, undead, and most oozes are immune to mortal diseases. However, that doesn’t mean they can’t still spread such diseases, whether knowingly or unknowingly. Likewise, they might be carrying or suffering from extraplanar diseases that only affect them… unless they can mutate and jump from immortal to mortal.

Disease Traits

Affinity for Necrotic

See Advantages.

Auras

See Auras/Confer Ability for the following suggestions:

  • Bleeding Eyes
  • Cold
  • Death
  • Despair
  • Disease
  • Enfeeblement
  • Fear
  • Horde and Swarm
  • Madness
  • Necromancy
  • Necrotic Doom
  • Paralysis
  • Plague

Carrier

You can carry any number of magical or nonmagical diseases and freely infect others, but you always appear healthy and asymptomatic.

Death Blast (Disease)

When you die, you burst like a boil in a shower of diseased pus and gore that melts your body. Each living creature within a 10 foot radius of you must make a DC 13 Constitution saving throw, taking 4 (1d8) necrotic damage and 4 (1d8) poison damage on a failed save and it becomes infected with cackle fever.

On a successful save, it takes half damage and is not infected.

Death Burst (Disease)

When you die, you burst like a boil in a shower of diseased pus and gore that melts your body. Each living creature within a 10 foot radius of you must make a DC 11 Constitution saving throw, taking 2 (1d4) necrotic damage and 2 (1d4) poison damage on a failed save and it becomes infected with sewer plague.

On a successful save, it takes half damage and is not infected.

Death Clock (Disease)

When you are reduced to half your hit points or less, a countdown timer inside you triggers. In 3 rounds, or whenever you reach 0 hit points before that, you burst like a boil in a shower of diseased pus and gore that melts your body. Each living creature within a 30 foot radius of you must make a DC 15 Constitution saving throw, taking 6 (2d6) necrotic damage and 6 (2d6) poison damage on a failed save and it becomes infected with sight rot. On a successful save, it takes half damage and is not infected.

Death Throes (Disease)

When you die, you explode in a sickly shower of diseased pus and gore, and each living creature within 30 feet of you must make a DC 20 Dexterity saving throw, taking 30 (10d6) necrotic and 30 (10d6) poison damage on a failed save, or half as much damage on a successful one. In addition, anyone in range (regardless of whether they succeeded at the save or not) must succeed on a DC 15 Constitution saving throw or contract sight rot. The explosion destroys your armor, weapons, and equipment, including magic items.

Detect Poison and Disease

See Senses.

Disease Ancestry

See Humanoids.

Disease Legacy

See Humanoids.

Disease Resistance

See Humanoids.

Diseased Blood

Whenever you suffer damage, your blood forces adjacent creatures within 5 feet of you to make a DC 11 Constitution saving throw or be infected with sewer plague.

Diseased Body (Tiny-Medium)

A creature that touches you or hits you with a melee attack while within 5 feet of you must succeed on a DC 11 Constitution saving throw or be infected with sewer plague.

Diseased Body (Large)

A creature that touches you or hits you with a melee attack while within 5 feet of you must succeed on a DC 13 Constitution saving throw or be infected with cackle fever.

Diseased Body (Huge-Gargantuan)

A creature that touches you or hits you with a melee attack while within 5 feet of you must succeed on a DC 15 Constitution saving throw or be infected with sight rot.

Diseased Weapons

Any melee or ranged weapon you wield (or ammunition you loose) that hits deals its normal damage and forces the target creature to succeed on a DC 11 Constitution save or be infected with sewer plague.

Flesh-Melting Virus

A creature that touches you or hits you with a melee attack while within 5 feet of you must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature’s skin becomes slimy, the creature can’t regain hit points unless it consumes humanoid flesh and blood, and the disease can be removed only by greater restoration, wish, or divine intervention. When the creature fails to consume humanoid flesh and blood, it takes 6 (1d12) acid damage every day it does not feed. More and more, its skin takes on the look of hideous bloody melted wax, and its appearance does not get better even after it heals or feeds again.

Flyballs

You have a swarm of diseased horseflies living inside your eye sockets and head. You gain Blindsight (60 feet) and can summon a swarm of insects (biting flies) by commanding the swarm in your head. If the swarm is destroyed, you produce a new swarm whenever you complete a long rest.

Any creature bitten by the swarm must succeed on a DC 15 Constitution saving throw or be infected with sight rot. If it goes blind from the disease, maggots eat out its eyes and become a swarm of flies that live in its head. It gains the Flyballs trait until it receives a remove curse, greater restoration, wish, or divine intervention; however, once cured, the victim is permanently blind (unless a wish or divine intervention was used).

Healing Touch

See Regeneration/Healing.

Inclination to Necrotic

See Advantages.

Interest In Necrotic

See Advantages.

Mucous Cloud

While underwater, you are surrounded by transformative mucus. A creature that touches you or that hits you with a melee attack while within 5 feet of you must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.

Example: Aboleth.

Disease Actions

Brain Swell (Recharge 5-6)

You violently gibber and scream, spraying a fine aerosol mist of diseased moisture in a 20 foot long cone. All living creatures in the cone must succeed on a DC 13 Constitution save or be afflicted with brain swell, a disease that makes their brains periodically pulsate and swell. A creature with brain swell displays symptoms of fever and disorientation coupled with an on again, of again pounding headache 1d4 hours after infection. It acquires this action so it can infect others.

When triggered, the disease presents as a random short-term madness that inflicts 2 (1d4) psychic damage triggered by stress the same as cackle fever. Each time an infected creature is triggered, it suffers the psychic damage again and must roll again on the short-term madness table.

To make matters worse, for every long rest an infected creature completes, it acquires a random longterm madness if it fails a DC 13 Constitution saving throw. If it rolls a 96-00 on the table, it falls unconscious and remains that way until it dies. This disease can only be cured by a greater restoration, wish, or divine intervention.

Cackling Cough (Recharge 5-6)

You violently cackle and cough a fine aerosol mist of diseased moisture in a 20 foot long cone. All living creatures in the cone must succeed on a DC 13 Constitution saving throw or be infected by cackle fever. After a 1d4 hour incubation period, the creature becomes poisoned and acquires this action until cured.

Diseased Bite

See Bites/Blood Drain/Kiss.

Diseased Spittle (Recharge 5-6)

See Breath Weapons/Spittle.

Innate Spellcasting (Necrotic/Undead)

See Innate Spellcasting.

Pus Popper (Recharge 5-6)

Your entire body is covered in painful, pulsating purplish-red boils. You can make them burst, spraying diseased necrotic pus in a 10 foot radius sphere. All living creatures in the sphere take 6 (2d6) necrotic damage and must succeed on a DC 11 Constitution save or be infected by sewer plague. After a 1d6 day incubation period, the creature becomes poisoned and acquires this action for the next 2d6+2 days. Each day after the fourth, the creature can make a new saving throw to lose this action and no longer be infectious. If the creature fails 3 consecutive saving throws, it is reduced to 0 hit points.

Rotting Fist

Melee Weapon Attack: reach 5 ft., one target. Hit: 6 (2d6) bludgeoning damage plus 9 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 9 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. Example: Mummy.

Rotting Fist (Mastery)

Melee Weapon Attack: reach 5 ft., one target. Hit: 9 (3d6) bludgeoning damage plus 18 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 9 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. Example: Mummy Lord.

Sinister Sneeze (Recharge 5-6)

You violently sneeze a fine aerosol mist of diseased moisture and/or globs of yellowy-green mucus in a 20 foot long cone. All living creatures in the cone must succeed on a DC 11 Constitution save or be infected by sewer plague. After a 1d6 day incubation period, the creature becomes poisoned and acquires this action for the next 2d6+2 days. Each day after the fourth, the creature can make a new saving throw to lose this action and no longer be infectious. If the creature fails 3 consecutive saving throws, it is reduced to 0 hit points.

Summoning

See Summoning for the following suggestions:

  • Children of the Night
  • Children of the Plague

Vomit Plague (Recharge 5-6)

You vomit a chunky stream of diseased yellowy-green liquid into an adjacent 5 foot square. The square becomes difficult terrain until cleaned or 1 hour passes. If the square is occupied, this counts as a ranged attack.

If the target creature succeeds on a DC 13 Dexterity save, it avoids your vomit but must spend 5 feet of its movement to enter a Different square. If it has no movement left that round, or if it has no unoccupied square to escape to, or it chooses not to move, or if it fails its saving throw, the target takes 3 (1d6) acid damage and must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute and infected with sewer plague. The target can make a new saving throw each round to negate the poisoned condition. Infected or not, a creature moving through a square containing your vomit tracks your disease through all squares it moves for the next hour (possibly spreading the disease to others) unless it spends 1 minute to carefully remove all traces of the vomit.

Watery Bowels (Recharge 5-6)

You defecate a liquid stream of diseased diarrhea. This foul slop acts as a grease spell but requires no material components. Any creature that is knocked prone by your bowel grease must succeed on a DC 11 Constitution saving throw or be infected by sewer plague.

Infected or not, a creature moving through a square containing your bowel grease tracks your disease through all squares it moves through for the next 1 minute, possibly spreading the disease to others.

Dragons

This section covers dragons and draconic creatures like dragonborn, half-dragons, and wyverns. Many dragons born of the same element share the following immunities and senses:

  • Damage Immunities (Black, Copper): acid
  • Damage Immunities (Blue, Bronze): lightning
  • Damage Immunities (Green): poison
  • Damage Immunities (White, Silver): cold
  • Damage Immunities (Red, Gold): fire
  • Senses: Blindsight (60 feet), darkvision 120 ft.

Dragon Options

Beyond chromatic and metallic dragons, you might want to create new types, with Different breath weapons, or perhaps variant chromatic types that have two Different breath weapons like metallic dragons do.

A prime example would be adding petrification gas to white dragons, but instead of it turning targets to stone, it freezes them solid in blocks of ice. Giving a green dragon a paralysis gas in addition to poison gas is another logical example.

Dragons as Enemies

Dragons have long memories and can carry grudges for centuries. They have been known to chase down even the most minor of treasures stolen from their hoard and wreak bloody revenge on everyone and everything around the thief as a warning to others. Dragons can be cunning, patient foes. Some may even welcome the conflict, treating it as a game to ease their boredom…

Dragons as Allies

Draconic arrogance demands they take the leadership position in any alliance, and you can expect the blame for any mistakes will be passed down to their allies.

Their legendary greed demands the lion’s share of any treasure found. Depending on the circumstance, you can count on them to treat non-dragons as inferiors, lackeys, pawns, and servants who should be grateful the dragon has not eaten them… yet.

This sort of bad, bullying behavior holds true for the most part even with non-evil dragons. Exceptions exist, but even the noblest and friendliest of dragons grows grim when it loses the upper hand in a relationship. These are creatures not used to losing, or to being disrespected or humiliated—and certainly not to what they perceive as “lesser creatures”.

Dragon Quotes

1. “There are two kinds of creatures in this world: dragons and not-dragons.

Those who are not-dragons are not ft to pick my teeth.” 2. “I see no profit in your tiresome proposal.” 3. “Amuse me, or feed me. I care not which.” 4. “I have seen you before, creature, and heard your story. A thousand times, from a thousand lips. It never fails to bore me.” 5. “The greed of men is nothing compared to the greed of dragons.” 6. “I am a collector: of treasure, of secrets, and the bones of the unfortunate.” 7. “Tell me something I have not heard before and I might let you live.” 8. “You are either very brave or very stupid. I have not decided which.” 9. “We are all thieves. I am just better at it than most.” 10. “Just because I will live a thousand years does not mean I wish to spend another minute listening to you.”

Dragon Traits

Draconic Ancestry

See Humanoids.

Draconic Arrogance

You gain advantage on Intelligence and Charisma checks and saving throws against non-dragons.

Draconic Cunning

You gain advantage on Wisdom and Charisma checks and saving throws against non-dragons.

Draconic Legacy

See Humanoids.

Draconic Presence

You can make yourself appear to be one size category larger. If you are already Gargantuan, you appear even larger—so large, you become difficult to perceive, and this causes the first attack by a creature or siege engine against you to miss.

Draconic Resolve

You gain advantage on Strength and Constitution checks and saving throws against non-dragons.

Dragon Actions

You can find metallic dragon breath weapons under Breath Weapons (repulsion, sleep, etc.), or chromatic dragons under their damage type (acid, cold, etc.). Dragon turtle breath is found under Fire/Heat/Steam.

Draconic Cantrip

You know a special draconic cantrip that does everything prestidigitation and thaumaturgy do, plus:

  • The temperature around you rises or falls 10 degrees instantly in a 50 foot radius.
  • A shrill wind howls when you beat your wings and it can sound like screaming victims or wailing souls.
  • You can turn the smoke or gas from your nose or mouth into images or shapes.

Hidden Lair

You may cast hallucinatory terrain over and around your lair. No material components required.

Legendary Wing Attack

See Air/Fly/Wings.

Roar

See Sonic.

Stinger

See Tail/Stinger.

Sweeping Tail Attack

See Tail/Stinger.

Tail

See Tail/Stinger.

Wing Attack

See Air/Fly/Wings.

Wing Magic (3/Day)

You may cast wind wall by beating your wings. No material components required.

Dragon Reactions

Reactive Stinger

See Tail/Stinger.

Tail Sweep

See Tail/Stinger.

Earth/Stone

This section covers earth, rock, and stone effects for creatures from the Elemental Plane of Earth or those who dwell on mountains or deep underground, etc.

Earth Traits

Auras

See Auras/Confer Ability for the following suggestions:

  • Blinding Dust
  • Earth
  • Earth Doom
  • Thunder
  • Thunderous Doom

Burrow (Tiny-Small)

You can burrow through solid ground (but not rock) at a speed of 5 feet. Example: Giant Mole.

Burrow (Medium-Large)

You can burrow through solid ground (but not rock) at a speed of 10 feet. Example: Ankheg.

Burrow (Large-Huge)

You can burrow through solid ground (but not rock) at a speed of 40 feet. Example: Bulette.

Burrow (Gargantuan)

You can burrow through solid ground (but not rock) at a speed of 60 feet. For solid rock, see Tunneler, below.

Death Blast (Blinding)

When you die, you explode in a burst of dirt, dust, mud, or sand. Each creature within 10 feet of you must then succeed on a DC 12 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.

Death Burst (Blinding)

When you die, you explode in a burst of dirt, dust, mud, or sand. Each creature within 10 feet of you must then succeed on a DC 11 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.

Death Clock (Blinding)

When you are reduced to half your hit points or less, a countdown timer inside you triggers. In 3 rounds, or whenever you reach 0 hit points before that, you explode in a burst of dirt, dust, mud, or sand. Each creature within a 30 foot radius of you must make a DC 13 Constitution saving throw or be blinded for 1 minute.

A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.

Earth Glide

You can burrow through nonmagical, unworked earth and stone. While doing so, you don’t disturb the material you move through. Example: Xorn.

Elemental Ancestry

See Humanoids.

Innate Spellcasting (Earth)

See Innate Spellcasters.

Stealthy Burrower

You gain advantage on Dexterity (Stealth) checks made to Move Silently while burrowing. If you are burrowing through solid rock, you only gain a +2 bonus instead.

Prerequisite(s): Burrow or Tunneler.

Earth Actions

Blinding Breath (Recharge 5-6)

Made of dust. See Breath Weapons/Spittle.

Legendary Whirlwind of Sand (Costs 2 Actions)

You magically transform into a whirlwind of sand, move up to 60 feet, and revert to your normal form.

While in whirlwind form, you are immune to all damage, and you can’t be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by you remains in your possession. Example: Mummy Lord.

Open Chasm (1/Day)

You magically excavate up to a 30 foot wide by 30 foot long by 30 foot deep chasm in any earth floor /ground capable of supporting it. Creatures standing over the chasm when you open it must make a DC 15 Dexterity saving throw or fall into the pit, taking 9 (3d6) thunder damage and 9 (3d6) bludgeoning damage on a failed saving throw and is knocked prone. On a successful, save, it takes half damage and is still knocked prone. The chasm is permanent. Repeated applications to the same chasm could widen, lengthen, or deepen it.

Prerequisite(s): Open Pit (3/Day).

Open Pit or Trench (3/Day)

You magically excavate up to a 10 foot wide by 10 foot deep pit or trench in any earth floor/ground capable of supporting it. Any creatures standing over the pit when you open it must make a DC 13 Dexterity saving throw or fall into the pit or trench, taking 3 (1d6) thunder damage and 3 (1d6) bludgeoning damage on a failed save and is knocked prone. On a successful, save, it takes half damage and is not knocked prone. The pit or trench is permanent. Repeated applications to the same pit or trench could widen, lengthen, and/or deepen it.

Prerequisite(s): Open Tunnel or Grave (3/Day).

Open Tunnel or Grave (3/Day)

You magically excavate up to a 5 foot wide by 5 foot deep grave or tunnel in any earth ceiling, wall, floor or ground capable of supporting it. Any creatures standing over the square when you open it must make a DC 11 Dexterity saving throw or fall into the pit, taking 1 (1d3) bludgeoning damage on a failed save and is knocked prone. On a successful, save, it takes half damage (minimum of 1) and is not knocked prone.

The tunnel or grave is permanent unless you spend an action to magically collapse it or fill it in. Repeated applications to adjacent squares could widen, lengthen, and/or deepen it. You can build sloping ramps with it.

Teleport (Recharge 5-6)

See Magic/Antimagic for the following suggestions:

  • Thunder
  • Thunderous

These could also be classified as Rock or Stone actions.

Rock Traits

Death Blast (Shrapnel)

When you die, you explode in a burst of sharp-edged rocks and worthless crystals. Each creature within 5 feet of you must then make a DC 12 Dexterity saving throw, taking 3 (1d6) piercing and 3 (1d6) slashing damage on a failed save, or half as much damage on a successful one.

Death Burst (Shrapnel)

When you die, you explode in a burst of sharp-edged rocks and worthless crystals. Each creature within 10 feet of you must then make a DC 11 Dexterity saving throw, taking 2 (1d4) piercing and 2 (1d4) slashing damage on a failed save, or half as much damage on a successful one.

Death Clock (Shrapnel)

When you are reduced to half your hit points or less, a countdown timer inside you triggers. In 3 rounds, or whenever you reach 0 hit points before that, you explode in a burst of sharp-edged rocks and worthless crystals. Each creature within a 30 foot radius of you must then make a DC 13 Dexterity saving throw, taking 6 (2d6) piercing damage and 6 (2d6) slashing damage on a failed save, or half as much damage on a successful one.

Tunneler

You can burrow through solid ground at your full burrow speed and through solid rock at half your burrow speed. You leave a 10-foot-diameter tunnel in your wake.

Prerequisite(s): Burrow.

Example: Purple Worm.

Rock Actions

Rock (Giant)

See Giants.

Rock (Non-Giant)

Ranged Weapon Attack: range 25/50 ft., one target. Hit: 21 (7d6) + your Strength modifier bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Example: Giant Ape.

Rock Reactions

Rock Catching

If a rock or similar object is hurled at you, you can, as a reaction with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. Example: Stone Giant.

Stone Traits

Stone Camouflage

See Combat Tactics and Training.

Stone Caster

See Combat Tactics and Training.

Stone Commando

See Combat Tactics and Training.

Stonecunning

Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Example: Dwarf.

Stone Actions

Animate Statue (3/Day)

You can magically create and animate a Medium size stone or rock statue if you have access to enough material. The statue becomes a gargoyle under your command for a number of hours equal to your Charisma modifier (minimum of 1). Alternatively, you could animate an existing statue to become gargoyle (it can still fly, even if the original statue doesn’t have wings).

At the end of its duration, the gargoyle reverts back to whatever it was before you created it. If it was flying, it falls to the ground, inflicting an appropriate amount of bludgeoning damage on whatever it hits (determined by the height it fell from).

Dungeon Builder (3/Day)

You can magically remove up to a 10 foot x 10 foot section of nonmagical stone or rock and replace it with a rough-hewn straight passage or stone staircase that leads up or down one level. Neither the passage or stairs have to lead anywhere, though they probably will if you build enough of them. Although rough-hewn and lacking in artistry, the construction is solid and stable, and it is permanent. If you expend all 3 daily uses on one 10 x 10 ft. section, it is artistic as well.

Stone Heal (3/Day)

You can magically step inside any stone or rock wall large enough to hold a creature of your size and heal yourself 8 (2d8) + your Wisdom or Charisma modifier.

You then exit out of the wall’s opposite side, leaving no trace of your passage. You can also jump up into any stone or rock ceiling or sink into any stone or rock floor, healing yourself, then emerging on the opposite side, again leaving no trace. If there is no opposite side within 30 feet of you, you instead re-emerge into the square you just left (or the nearest unoccupied one adjacent to the stone or rock you are in). You cannot remain inside the stone or rock beyond the 1 round it takes for you to complete this action.

Wall of Stone (Recharge 6)

You magically form a wall of stone. The wall is 6 inches thick and is composed of ten 10-foot-by-10–foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can’t occupy the same space as a creature or object.

The wall doesn’t need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.

If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenelations, battlements, and so on.

The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the GM’s discretion.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.

Elementals

This section covers elementals, genies, and creatures of elemental origin or deep connection. Many elementals born of the same element share the following immunities, resistances, and senses:

  • Damage Resistances (Air): cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Resistances (Earth): cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
  • Damage Resistances (Fire): cold; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Resistances (Water): acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
  • Condition Immunities (Most): exhaustion, grappled (incorporeal only), paralyzed, petrified, poisoned, restrained (incorporeal only), unconscious
  • Damage Immunities (Air): lightning, thunder
  • Damage Immunities (Cold): cold
  • Damage Immunities (Earth): thunder
  • Damage Immunities (Fire): fire
  • Damage Immunities (Water): poison
  • Senses: Darkvision 60 feet

Greater elementals like genies possess darkvision 120 feet.

Elementals as Enemies

Genies are the primary elementals one must be wary of offending. They are spiteful, prideful immortals keenly interested in mortal slave-taking to fuel their false sense of near-godhood. As such, even if they cannot target you directly, they can target your friends, family, and other loved ones, spiriting them away to their plane to be used as bargaining chips in their revenge.

Other elementals may know how to hold a grudge, but most lack the resources of a genie. Once you banish or escape from them, you are unlikely to see them again.

Elementals as Allies

Non-genies make the best elemental allies, but they are mistrustful of non-elementals and particularly those of opposing elements or creatures like humans made of all four.

To ally with a genie requires an obscene amount of flattery and deferring to it whenever possible, and even then, you can never be sure when it will stab you in the back.

Elemental Quotes

1. (Any) “We are the building blocks of your world; without us, you are nothing.” 2. (Any) “How do you live in such elemental disarray?” 3. (Air) “The wind must sing.” 4. (Air) “We dwell among sky and storm.” 5. (Earth) “The earth holds many secrets.” 6. (Earth) “Such mortal foolishness grinds my stones.” 7. (Fire) “Burn with us!” 8. (Fire) “Our fames must be fed.” 9. (Water) “Come, we rise with the waves!” 10. (Water) “The water must flow, cease-less and pure.”

Elemental Traits

Absorption

See Advantages for the following suggestions:

  • Cold
  • Fire
  • Lightning
  • Thunder

Air/Fly/Wings

See Air/Fly/Wings for tons of traits and actions.

Affinity

See Advantages for the following suggestions:

  • Bludgeoning
  • Cold
  • Fire
  • Lightning
  • Thunder

Auras

See Auras/Confer Ability for the following suggestions:

  • Blinding Cold
  • Blinding Dust
  • Blinding Fog
  • Blinding Smoke
  • Cold
  • Cold Doom
  • Earth
  • Earth Doom
  • Fire
  • Fiery Doom
  • Lightning
  • Lightning Doom
  • Obscurement
  • Storms
  • Stormy Doom
  • Thunder
  • Thunderous Doom
  • The Unnatural
  • Wind

Air Form

See Air/Fly/Wings.

Aversion

See Disadvantages for the following suggestions:

  • Cold
  • Fire
  • Lightning
  • Thunder

Banished

See Disadvantages for the following suggestions:

  • Cold
  • Fire
  • Lightning
  • Thunder
  • Water

Cold (Damage Type)

Not individually cross-referenced here.

Confer Resistance

See Advantages for the following suggestions:

  • Cold
  • Fire
  • Lightning
  • Thunder

Earth/Rock/Stone

See Earth for tons of traits and actions, including Rock and Stone.

Elemental Ancestry

See Humanoids.

Elemental Arrogance

You gain advantage on Intelligence and Charisma checks and saving throws against non-elementals.

Elemental Camouflage

See Combat Tactics and Training.

Elemental Caster

See Combat Tactics and Training.

Elemental Commando

See Combat Tactics and Training.

Elemental Cunning

You gain advantage on Wisdom and Charisma checks and saving throws against non-elementals.

Elemental Resolve

You gain advantage on Strength and Constitution checks and saving throws against non-elementals.

Elemental Demise

If you die, your body disintegrates into your base element (a warm breeze, pile of dirt and rock, puddle of water, smoldering cinders, etc.). This essence either fades away or is absorbed into the terrain within 1d6 rounds, leaving behind only equipment you were wearing or carrying. Example: Efreeti.

Elemental Legacy

See Humanoids.

Elemental Regeneration

You regain 20 hit points at the start of your turn if you have at least 1 hit point and are in your Elemental Plane of origin. If you take necrotic damage, this trait doesn’t function at the start of your next turn.

Elemental Resistance

See Humanoids.

Elemental Sight

You see 60 feet into the Elemental Plane of your origin when you are on the Material Plane, and vice versa.

Elemental Rejuvenation

If you are destroyed on the Astral Plane or on the Elemental Plane of your origin, you come back to life with all your hit points in 1d10 days unless you are killed by a creature with a bless spell cast on your remains or your remains are sprinkled with holy or unholy water.

Fire (Damage Type)

See Fire for tons of traits and actions, including Heat and Steam.

Fire Form

See Fire.

Freeze

See Disadvantages.

Ignited Illumination

See Cold, Fire/Heat/Steam, or Lightning.

Illumination

See Cold, Fire/Heat/Steam, or Lightning.

Illumination (Greater)

See Cold, Fire/Heat/Steam, or Lightning.

Immunity

See Advantages for the following suggestions:

  • Bludgeoning
  • Cold
  • Fire
  • Lightning
  • Piercing
  • Slashing
  • Thunder

Inclination

See Advantages for the following suggestions:

  • Cold
  • Fire
  • Lightning
  • Thunder

Innate Spellcasting

See Innate Spellcasters for the following suggestions:

  • Air
  • Cold
  • Earth
  • Fire
  • Lightning/Thunder
  • Water

Interest

See Advantages for the following suggestions:

  • Bludgeoning
  • Cold
  • Fire
  • Lightning
  • Thunder

Lightning (Damage Type)

See Lightning for tons of traits and actions.

Resistance

See Advantages for the following suggestions:

  • Bludgeoning
  • Cold
  • Fire
  • Lightning
  • Piercing
  • Slashing
  • Thunder

Speak With Elementals

You can communicate with elementals as if Primordial was one language and not four dialects. This grants you Primespeak, a pidgin form of Aquan, Auran, Ignan, and Terran used along the Elemental borderlands.

Elementals Present Near-Limitless Options

Beyond what you see here, check for even more traits and actions in your Elemental’s damage type (cold, fire, lightning, etc.).

Susceptibility

See Advantages for the following suggestions:

  • Cold
  • Fire
  • Lightning
  • Thunder
  • Water

Thunder (Damage Type)

See Thunder and Sonic for tons of traits and actions.

Vulnerability

See Advantages for the following suggestions:

  • Cold
  • Fire
  • Lightning
  • Thunder

Water Form

See Water.

Elemental Actions

Blight Elemental

Your attacks deal an extra 9 (3d6) necrotic damage.

Prerequisite(s): Elemental (any).

Cold, Ice, or Snow Elemental

Your attacks deal an extra 9 (3d6) cold damage.

Prerequisite(s): Air or Water Elemental.

Create Whirlwind

See Air/Fly/Wings.

Crystal Elemental

Your attacks deal an extra 9 (3d6) slashing damage.

Prerequisite(s): Earth Elemental.

Earth/Rock/Stone

See Earth for tons of traits and actions.

Elemental Jaunt

As a bonus action, you can magically shift from the Material Plane to your Elemental Plane of origin, or vice versa.

Elemental Stride

You and up to three willing creatures within 5 feet of you magically enter the Elemental Plane of your origin from the Material Plane, or vice versa.

Lightning Elemental

Your attacks deal an extra 9 (3d6) lightning damage.

Prerequisite(s): Air Elemental.

Magma Elemental

Your attacks deal an extra 9 (3d6) fire damage.

Prerequisite(s): Earth or Fire Elemental.

Mud Elemental

Ranged Attack: range 20/60, one creature. Hit: You throw a glob of mud and the target creature must make a DC 13 Dexterity saving throw or be blinded until the end of its next turn.

Prerequisite(s): Earth or Water Elemental.

Poison Elemental

Your attacks deal an extra 9 (3d6) poison damage.

Prerequisite(s): Air or Water Elemental.

Radiant Elemental

Your attacks deal an extra 9 (3d6) radiant damage.

Prerequisite(s): Air or Fire Elemental.

Smoke Elemental

Your attacks deal an extra 3 (1d6) fire damage and the area around you is heavily obscured.

Prerequisite(s): Air or Fire Elemental.

Steam Elemental

Your attacks deal an extra 6 (2d6) fire damage and the area around you is heavily obscured.

Prerequisite(s): Air or Fire Elemental.

Storm Elemental

Your attacks deal an extra 3 (1d6) cold, 3 (1d6) lightning, 3 (1d6) thunder damage.

Prerequisite(s): Air or Water Elemental.

Summon Elementals (1/Day)

See Summoning.

Teleport (Recharge 5-6)

See Magic/Antimagic for the following suggestions:

  • Cold
  • Fire
  • Lightning
  • Thunder
  • Thunderous

Thunder Elemental

Your attacks deal an extra 9 (3d6) thunder damage.

Prerequisite(s): Air, Earth, or Water Elemental.

Overwhelm (Recharge 4-6)

See Water.

Whelm (Recharge 4-6)

See Water.

Whirlwind (Recharge 4-6)

See Air/Fly/Wings.

Elemental Reactions

Summon Extraplanar Guardians (1/Day)

See Summoning.

Fey

This section covers the fey, including elves, hags, etc.

Fey have few commonalities aside from the fact they are from the Feywild. The only thing they all seem to share is:

Fey are slight of build, and favor Dexterity over Strength (hags being an exception). Most fey have high Charisma. They avoid direct confrontation when possible, preferring Deception, Persuasion, and Stealth to win the day.

Fey Options

As GM, you could easily rule all (or most) fey can shift back to the Feywild with one of the traits below. You might also grant them immunity to charm and to damage from nonmagical weapons not made with silver. It would also be reasonable to render all hags immune to the frightened condition as well. You might want to consider giving all Fey, or those of a certain power level (like hags), magic resistance like satyrs.

Take a look at the various Kiss traits (under Bites/Blood Drain/Kiss) for more sneaky ideas.

Fey as Enemies

Fey are long-lived and while some are flighty, others have long memories—hags and fey nobility in particular. The fact they have an entire other plane to fee to, then shift back from, means they don’t need to stay and fight. They can just pop back home to the Feywild for a rest (and maybe a few feasts and revels), then return for revenge on those pesky mortals when they feel like it… and if enough time has passed and the mortals they seek have died, they can always take it out on their descendants.

Fey as Allies

Fey are arrogant and treat non-fey as inferior, though they may do this in a such a charming way the other creature does not realize it is being insulted. Many fey are generally trustworthy only so long as they are amused by you, treating mortals as playthings to be discarded on a whim. Once their fascination with you ends, they have no problem leaving you in a lurch with little to no notice. Hags, on the other hand, tend to stick to their promises, so long as you keep up your end of the bargain. Of course, any “alliance” with hags is one-sided at best, and always in their favor, or they would never agree to it. Once a hag is done with you, it is done.

Fey Quotes

1. “Life is not meant to be merely lived. It is meant to be enjoyed, to be savored!” 2. “If my lifespan were as short as yours, I wouldn’t waste time complaining.” 3. “When was the last time you really enjoyed yourself?” 4. “Your world’s beauty is but a pale shadow of ours.” 5. “Come to the glade at midnight. Then, your eyes shall be truly opened.” 6. (Hag) “There is beauty in death, in suffering, in all the ugliness your world offers.” 7. (Hag) “Screams and tears add spice to any meal.” 8. (Hag) “I am just a poor old woman trying to make her way in this cruel world…” 9. (Hag) “Tell me, dearie, have you come to bargain? I do so love a good haggle.” 10. (Hag) “I have poisoned kings and stolen babies from queens’ wombs! If they could not stop me, what hope do you have?”

Fey Traits

Auras

See Auras/Confer Ability for the following suggestions:

  • Enchantment
  • Horde and Swarm
  • Secrets

Confer Ability

See Auras/Confer Ability for the following suggestions:

  • Actions
  • Cantrips
  • Feats
  • Proficiencies
  • Psychic Resistance
  • Skills
  • Traits

Fey Ancestry

See Humanoids.

Fey Arrogance

You gain advantage on Intelligence and Charisma checks and saving throws against non-Fey.

Fey Cunning

You gain advantage on Wisdom and Charisma checks and saving throws against non-Fey.

Fey Legacy

See Humanoids.

Fey Nature

You gain advantage on Dexterity and Charisma checks and saving throws against non-Fey.

Fey Nobility

You gain advantage on Charisma checks and saving throws against Fey and non-Fey.

Fey Regeneration

You regain 20 hit points at the start of your turn if you have at least 1 hit point and are in the Feywild. If you take necrotic or psychic damage, this trait doesn’t function at the start of your next turn.

Fey Resistance

See Humanoids.

Fey Sight

You can see 60 feet into the Feywild when you are on the Material Plane, and vice versa.

Feywild Camouflage

See Combat Tactics and Training.

Feywild Caster

See Combat Tactics and Training.

Feywild Commando

See Combat Tactics and Training.

Hag Nature

You gain advantage on Strength, Constitution, and Charisma saving throws against non-hags.

Prerequisite(s): Hag.

Innate Spellcasting (Fey)

See Innate Spellcasters.

Magic Resistance

See Magic/Antimagic.

Speak With Beasts and Plants

You can communicate with beasts and plants as if they shared a language.

Tree Stride

Once on your turn, you can use 10 feet of your movement to step magically into one living tree within your reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. Example: Dryad.

Fey Actions

Charm Gaze

You target one humanoid or beast that you can see within 30 feet of you. If the target can see you, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards you as a trusted friend to be heeded and protected. Although the target isn’t under your control, it takes your requests or actions in the most favorable way it can.

Each time you or your allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until you die, are on a Different plane of existence from the target, or end the effect as a bonus action. If a target’s saving throw is successful, the target is immune to your Charm Gaze for the next 24 hours. You can have no more than one humanoid and up to three beasts charmed at a time.

Each time you or your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until you are destroyed, are on a Different plane of existence than the target, or take a bonus action to end the effect. Example: Dryad.

Fey Feast (3/Day)

You cast create food and water except the food is gourmet and delicious and the water is exquisite wine. Any non-fey that consume either your food or wine is magically charmed by you if it fails a DC 15 Wisdom saving throw. The charmed creature regards you as a trusted friend to be heeded and protected. Although the target isn’t under your control, it takes your requests or actions in the most favorable way it can.

Each time you or your allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until you die, are on a Different plane of existence from the target, or end the effect as a bonus action. If a target’s saving throw is successful, the target is immune to your Fey Feast for the next 24 hours. You can have no more than one humanoid and up to three beasts charmed at a time.

Fey Frolic (3/Day)

You perform a fey dance and/or song that magically charms all non-fey that see or hear it if they fail a DC 14 Wisdom saving throw. Creatures charmed are compelled to join in the dance and/or song and gain 1 level of exhaustion for every hour they dance and/or sing (see our optional exhaustion rules on page 2). You are free to leave the area at any time and the creatures will continue to dance and/or sing in your absence.

Whenever you, your allies, or any creature does anything harmful to the target, or after each hour passes, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 6 hours or until you die, are on a Different plane of existence from the target, or end the effect as a bonus action. If a target’s saving throw is successful, the target is immune to your Fey Frolic for the next 24 hours. You can have no more than one humanoid and up to three beasts charmed at a time.

Summoning

See Summoning for the following suggestions:

  • Children of the Earth
  • Children of the Forest
  • Children of the Jungle
  • Children of the Mountain
  • Children of the Night
  • Children of the Plague
  • Children of the River
  • Children of the Sand
  • Children of the Serpent
  • Children of the Swamp
  • Summon Beasts
  • Summon Fey
  • Summon Plants

Fey Jaunt

As a bonus action, you can magically shift from the Material Plane to the Feywild, or vice versa.

Fey Step

You can use your action to teleport up to 30 feet to an unoccupied square you can see.

Fey Leap

You can use your action to teleport up to 60 feet to an unoccupied square you can see.

Fey Stride

You and up to three willing creatures within 5 feet of you magically enter the Feywild from the Material Plane, or vice versa.

Nightmare Haunting (1/Day)

See Psionic/Psychic/Telepathy.

Fey Reactions

Summon Nature Guardians (1/Day)

See Summoning.

Fiends

This section covers demons,, devils, and other fends from the Lower Planes. Many fends share the following immunities, resistances, and senses:

  • Damage Resistances (Demon): cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Resistances (Devil): cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
  • Condition Immunities: poisoned
  • Damage Immunities: fire (devils only), poison
  • Senses: Darkvision 120 feet; Devil’s Sight (devils only)

Greater fends like the balor and pit fend possess truesight (120 feet).

Fiend Options

All fends should have immunity to the frightened condition; the things they’ve seen, the things they’ve done, should make it virtually impossible to frighten them.

If devils are fire, demons are cold—true dwellers in darkness, in the howling void of nothing that existed before creation. You may want to give them immunity to cold and Devil’s Sight to illustrate this.

Fiends as Enemies

Fiends are evil incarnate. They resent mortals’ freedom and see them as pawns, playthings, and souls to be harvested. Their immortal nature allows them to take the long view. They will happily cause as much pain and havoc as they can before returning to their home plane, only to return months or years later to continue their revenge. Fiends aren’t picky; collateral damage isn’t just acceptable to them; it is desired. They will gleefully torment an entire bloodline down through the generations if they can.

With few exceptions, demons are less sophisticated, more primal fends than devils. Devils will talk and scheme and bargain, using the opportunity to size up their adversary and gain an advantage. Demons, on the other hand, demand total surrender and subjugation. If they fail to win that in the first few rounds (assuming they bother to talk at all), then it’s a fight.

Fiends as Allies

Fiends—even lawful evil ones—cannot be fully trusted.

They adhere to the letter of any agreement, never the spirit. If they can find a way to twist things to their advantage, they will. A mortal that forces them to obey will earn their enmity, while one that deals with them fairly might earn a grudging degree of respect. This should not be mistaken for love or loyalty!

Fiend Quotes

1. “You called, mortal. You called, and we came.” 2. “What would you give to be free of this pain?” 3. “This is not my first bargain, mortal. Do not insult me. Respect the process, as I do.” 4. “Of course, we can help. We are your… friend.” 5. “You have such a beautiful soul. It would be a shame if something were to happen to it…” 6. “Power has its price, and its price must be paid.” 7. “You must be truly desperate to summon us.” 8. “Why worry about your soul, when you can have your heart’s desire today?” 9. “There is no hope, no love, no truth! There is only anger, only pain, only death and damnation! This, you will learn…” 10. “We are the face in the fire! We are the scream in the night! Everything you have ever feared is nothing before us.”

Fiend Traits

Abyssal Ancestry

See Humanoids.

Abyssal Legacy

See Humanoids.

Abyssal Resistance

See Humanoids.

Abyssal Weapons

Your weapon attacks are magical and deal an extra 12 (3d8) necrotic damage on a hit.

Prerequisite(s): Demon.

Animate Chains

See Weapons.

Auras

See Auras/Confer Ability for the following suggestions:

  • Bleeding Eyes
  • Blinding Cold
  • Blinding Fog
  • Blinding Poison
  • Blinding Smoke
  • Cold
  • Cold Doom
  • Conquest
  • Death
  • Despair
  • Disease
  • Enfeeblement
  • Fear
  • Fire
  • Fiery Doom
  • Horde and Swarm
  • Lightning
  • Lightning Doom
  • Madness
  • Paralysis
  • Plague
  • Poison
  • Poison Doom
  • Secrets
  • Shadow
  • Storms
  • Stormy Doom
  • The Unnatural
  • Thunder
  • Thunderous Doom
  • Vengeance
  • War
  • Wind

Confer Ability

See Auras/Confer Ability for the following suggestions:

Death Glare

See Gaze Weapons/Sight-Based Attacks.

Dreadful Glare

See Gaze Weapons/Sight-Based Attacks.

Dreadful Glare of Doom

See Gaze Weapons/Sight-Based Attacks.

Extraplanar Grifter

See Humanoids.

Fiend Arrogance

You gain advantage on Intelligence and Charisma checks and saving throws against non-fends.

Fiend Cunning

You gain advantage on Wisdom and Charisma checks and saving throws against non-fends.

Fiend Resolve

You gain advantage on Strength and Constitution checks and saving throws against non-fends.

Fiend Sight

You can see 60 feet into the Lower Plane of your origin when you are on the Material Plane, and vice versa.

Fiend Regeneration

You regain 20 hit points at the start of your turn if you have at least 1 hit point and aren’t in the Upper Planes.

If you take radiant damage or damage from holy water, this trait doesn’t function at the start of your next turn.

Fiend Rejuvenation

If you die in your Lower Plane of origin, you come back to life with all your hit points in 1d10 days unless you are killed by a good-aligned creature with a bless spell cast on your remains or your remains are sprinkled with holy water.

Fiendish Ancestry

See Humanoids.

Fiendish Contract

You create a binding contract between you and a creature with a soul it is free to grant you upon death in exchange for any one trait, action, or reaction in this book. This also unlocks that trait and/or action tree it picks from, and with GM approval, it can take additional traits, actions, and/or reactions whenever a stat bump or feat option becomes available to it.

Option: Instead of demanding a soul, you demand the creature perform a quest or other service instead. It must be completed within a mutually agreed upon time frame, typically no longer than one year (unless the task is to conceive, raise, and deliver a child to it upon reaching its age of majority). This lesser bargain only grants the creature access to one trait, action, or reaction in this book, and does not unlock the rest of the trait and/or action tree it picks from.

Hellish Resistance

See Humanoids.

Hellish Weapons

Your weapon attacks are magical and deal an extra 12 (3d8) poison damage on a hit.

Prerequisite(s): Devil.

Example: Erinyes.

Infernal Legacy

See Humanoids.

Innate Spellcasting (Fiend)

See Innate Spellcasters.

Horrifying Visage

See Gaze Weapons/Sight-Based Attacks.

Speak With Fiends

You can communicate with fends as if they shared a language. This grants you Fiendspeak, a pidgin form of Abyssal and Infernal used to communicate in the nonabyss/non-Hell Lower Planes—essentially, it’s the Common of the Lower Planes.

Fiend Actions

Auras

See Auras/Confer Ability for the following suggestions:

Demonic Whip

Melee Weapon Attack: reach 30 ft., one target. Hit: 6 (2d6) slashing damage plus 9 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward you. Example: Balor.

Option: You could also use our revised whip rules from 250 Best Magic Items for Fighters and Rogues.

Glaive of Infernal Wounds

Melee Weapon Attack: reach 10 ft., one target. Hit: 5 (1d10) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time you hit the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. Example: Bearded Devil.

Fiend Jaunt

As a bonus action, you can magically shift from the Material Plane to your Lower Plane of origin, or vice versa.

Fiend Stride

You and up to three willing creatures within 5 feet of you magically enter the Lower Plane of your origin from the Material Plane, or vice versa.

Fiendish Possession (Recharge 6)

One living creature or construct/object that you can see within 5 feet of you must succeed on a DC 13 Charisma saving throw or be possessed by you; the target is incapacitated and loses control of its body.

You now control the body but don’t deprive the target of awareness. You can’t be targeted by any attack, spell, or other effect, except ones that turn undead, and you retain your alignment, Intelligence, Wisdom, Charisma, and immunities. You otherwise use the possessed target’s statistics, but don’t gain access to the target’s knowledge, class features, or proficiencies.

The possession lasts until the body drops to 0 hit points, you end it as a bonus action, or you have been turned or forced out by an effect like the dispel evil and good spell. The target is immune to your Fiendish Possession for 24 hours after succeeding on the saving throw or after the possession ends.

You can only possess creatures or objects that are not on the same plane as you. Creatures can be willing or unwilling targets, but must have “invited” you in somehow by their words, thoughts, or actions (anger, blasphemy, depression, lust, etc.). Possessed objects are moved via telekinesis and function much like animated objects. You cannot possess an object more than one size category larger than yourself, nor can you possess more than one creature or object at a time.

Hellish Tail

Melee Weapon Attack: reach 10 ft., one target. Hit: 4 (1d8) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 9 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time you hit the wounded target with this attack, the damage dealt by the wound increases by 9 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. Example: Horned Devil.

Horror Nimbus (Recharge 5-6)

See Gaze Weapons/Sight-Based Attacks.

Legendary Frightening Gaze (Costs 2 Actions) See Gaze Weapons/Sight-Based Attacks.

Nightmare Haunting (1/Day)

See Psionic/Psychic/Telepathy.

Legendary Blasphemous Word (1/Day)

See Sonic.

Scare (1/Day)

See Gaze Weapons/Sight-Based Attacks.

Scream of Thunder (1/Day)

See Sonic.

Shriek of the Damned (1/Day)

See Sonic.

Stunning Screech (1/Day)

See Sonic.

Stunning Wail (1/Day)

See Sonic.

Summoning

See Summoning for the following suggestions:

  • Children of the Earth
  • Children of the Forest
  • Children of the Jungle
  • Children of the Mountain
  • Children of the Night
  • Children of the Plague
  • Children of the River
  • Children of the Sand
  • Children of the Serpent
  • Children of the Swamp
  • Summon Fiends

Teleport (Recharge 5-6)

See Magic/Antimagic for the following suggestions:

  • Cold
  • Fire
  • Lightning
  • Necrotic
  • Poison
  • Poisoned

Fiend Reactions

Summon Extraplanar Guardians (1/Day)

See Summoning.

Fire

This section covers fire, heat, and steam effects, including fends, fire elementals, red dragon and dragon turtle breath, etc. When thinking about fire, think about what else it can do, like damaging objects (see Hurl Flame), setting creatures alight (see Flaming Weapon), explosions that knock creatures prone, heat and steam effects that impose blindness, exhaustion, and/or obscurement from a shimmering haze or vapor.

You might also consider splitting the damage type between fire and radiant for a nuclear bomb or celestial “divine fire” effect (See Legendary Searing Burst).

Fire Traits

Absorption (Fire)

See Advantages.

Abyssal Resistance

See Humanoids.

Affinity for Fire

See Advantages.

Auras

See Auras/Confer Ability for the following suggestions:

  • Blinding Smoke
  • Fire
  • Fiery Doom

Aversion to Fire

See Disadvantages.

Banished by Fire

See Disadvantages.

Confer Fire Resistance

See Auras/Confer Ability.

Death Blast (Fire)

When you die, you spontaneously combust and the fames destroy your body and nonmagical possessions. Each creature within a 10 foot radius of you must make a DC 12 Dexterity saving throw, taking 6 (2d6) fire damage on a failed save and is blinded until the end of its next turn. On a successful save, it takes half damage and is not blinded. The explosion ignites flammable objects in range that aren’t being worn or carried.

Death Blast (Fire)

When you die, you spontaneously combust and the fames destroy your body and nonmagical possessions. Each creature within a 10 foot radius of you must make a DC 11 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save and is blinded until the end of its next turn. On a successful save, it takes half damage and is not blinded. The explosion ignites flammable objects in range that aren’t being worn or carried.

Death Blast (Fire)

When you are reduced to half your hit points or less, a countdown timer inside you triggers. In 3 rounds, or whenever you reach 0 hit points before that, you spontaneously combust and the fames destroy your body and nonmagical possessions. Each creature within a 30 foot radius of you must make a DC 13 Dexterity saving throw, taking 9 (3d6) fire damage and is blinded until the end of its next turn. On a successful save, it takes half damage and is not blinded. The explosion ignites flammable objects in range that aren’t being worn or carried.

Death Throes (Fire)

When you die, you explode, and each creature within 30 feet of you must make a DC 20 Dexterity saving throw, taking 60 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in range that aren’t being worn or carried, and it destroys your armor, weapons, and equipment, including magic items. Example: Balor.

Elemental Ancestry

See Humanoids.

Elemental Legacy

See Humanoids.

Elemental Resistance

See Humanoids.

Enduring Fire

All of your attacks that deal fire damage deal extra fire damage over a number of rounds equal to half your CR or Proficiency Bonus (rounded down, minimum of 1).

On the first round, you deal your normal fire damage.

On the second round, you deal an extra 3 (1d6) fire damage. On the third round, you deal an extra 1 (1d3) fire damage. On the fourth and each additional round, you deal 1 extra point of fire damage.

Explosive Fire

Your fire spells/traits/actions/reactions knock targets prone if their saving throw for it fails by 5 or more.

Fire Form

You can move through a space as narrow as 1 inch wide without squeezing. A creature that touches you or hits you with a melee attack while within 5 feet of you takes 5 (1d10) fire damage. In addition, you can enter a hostile creature’s space and stop there. The first time you enter a creature’s space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. Example: Fire Elemental.

Fire, Heated, or Steaming Hide

See Armor/Hide.

Fire Mage

See Combat Tactics and Training.

Fire Touch

You exude fire from your hands and/or fingertips at will as a free action. It can heat metal or burn through a 1 inch thickness of any nonmagical wood, rope, cloth, or other flammable material in 1d4+1 rounds.

Your unarmed attacks deal an extra 2 points of fire damage. If the target is a flammable object that is not being worn or carried, it catches fire. You can use your fire to light a campfire or signal fire with an action, or a candle, lantern, or torch as a bonus action. Lighting larger fires may take two or more rounds to get going depending on the source material.

Giant Fury (Fire)

See Giants.

Giant Resistance

See Humanoids.

Hellish Resistance

See Humanoids.

Immunity to Fire

See Advantages.

Inclination to Fire

See Advantages.

Innate Spellcasting (Fire)

See Innate Spellcasters.

Interest In Fire

See Advantages.

Monstrous Resistance

See Humanoids.

Powerful Fire

Your attacks that deal fire damage are so powerful that they overcome any fire resistance your target has (but not immunity).

Susceptibility to Fire

See Disadvantages.

Vulnerability to Fire

See Disadvantages.

Fire Actions

Blue-Fire Boosters (Recharges After a Short or Long Rest)

See Constructs.

Flamethrower Chest (Recharge 5-6)

See Constructs.

Fire Breath (Recharge 5-6)

You exhale fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 21 (7d6) fire damage on a failed save, or half as much damage on a successful one. Example: Red Dragon Wyrmling.

Fire Breath (Recharge 5-6)

You exhale fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 48 (16d6) fire damage on a failed save, or half as much damage on a successful one. Example. Young Red Dragon.

Fire Breath (Recharge 5-6)

You exhale fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 54 (18d6) fire damage on a failed save, or half as much damage on a successful one. Example: Adult Red Dragon.

Fire Breath (Recharge 5-6)

You exhale fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 78 (26d6) fire damage on a failed save, or half as much damage on a successful one. Example.: Ancient Red Dragon.

Fire Teleport

See Magic/Antimagic.

Flamehurler Turret (Recharge 5-6)

See Constructs.

Flamethrower Chest (Recharge 5-6)

See Constructs.

Flaming Weapon (Any) or Hand

Melee Weapon Attack: reach 5 ft., one target. Hit: You deal your normal weapon (or unarmed strike) damage plus an extra 5 (1d10) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

Hurl Flame

Ranged Spell Attack: range 150 ft., one target. Hit: 9 (3d6) fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire. Example: Horned Devil.

Legendary Searing Burst (Costs 2 Actions)

See Radiant.

Fire Teleport (Recharge 5-6)

See Magic/Antimagic.

Wall of Fire (Recharge 6)

You magically form a wall of fire on a solid surface within 60 feet of you. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick.

The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 20 (5d8) fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 20 (5d8) fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. The wall lasts for 1 minute or until you are incapacitated or die.

Heat Traits

Fire, Heated, or Steaming Hide

See Armor/Hide.

Heat Metal (Recharge 5-6)

See Constructs.

Heated Form

A creature that touches you or hits you with a melee attack while within 5 feet of you takes 4 (1d8) fire damage. Any nonmagical weapon made of metal or wood that hits you heats up or catches fire if made of wood. After dealing damage, the weapon takes a permanent and cumulative ?1 penalty to damage rolls. If its penalty drops to ?5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits you is destroyed after dealing damage.

Heated Body (Small-Medium)

A creature that touches you or hits you with a melee attack while within 5 feet of you takes 5 (1d10) fire damage. Example: Azer.

Heated Body (Large)

A creature that touches you or hits you with a melee attack while within 5 feet of you takes 6 (2d6) fire damage. Example: Salamander.

Heated Body (Huge)

A creature that touches you or hits you with a melee attack while within 5 feet of you takes 9 (3d6) fire damage.

Heated Body (Gargantuan)

A creature that touches you or hits you with a melee attack while within 5 feet of you takes 12 (4d6) fire damage.

Heated Weapons

When you hit with a metal melee weapon, it deals an extra 3 (1d6) fire damage. Such weapons shed dim fiery-red light in a 5 foot radius. Example: Azer.

Ignited Illumination

As a bonus action, you can set yourself ablaze or extinguish your fames. While ablaze, you shed fiery bright light in a 10-foot radius and dim fiery light for an additional 10 feet. Example: Magmin.

Illumination

You shed bright fiery light in a 10-foot radius and dim fiery light for an additional 10 feet. Example: Azer.

Illumination (Greater)

You shed bright fiery light in a 30-foot radius and dim fiery light for an additional 30 feet. Example: Fire Elemental.

Innate Spellcasting (Construct)

See Innate Spellcasters.

Steam Traits

Death Blast (Steam)

When you die, you explode in a cloud of hissing steam. Each creature within 10 feet of you must make a DC 12 Dexterity saving throw, taking 6 (2d6) fire damage on a failed save, or half as much damage on a successful one. Creatures in medium or heavy armor save with disadvantage. Being underwater doesn’t grant resistance against this damage. In addition, the area is heavily obscured until the end of the next combat round.

Death Burst (Steam)

When you die, you explode in a cloud of hissing steam. Each creature within 10 feet of you must make a DC 11 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one. Creatures in medium or heavy armor save with disadvantage. Being underwater doesn’t grant resistance against this damage. In addition, the area is heavily obscured until the end of the next combat round.

Death Clock (Steam)

When you are reduced to half your hit points or less, a countdown timer inside you triggers. In 3 rounds, or whenever you reach 0 hit points before that, you explode in a cloud of hissing steam that destroys your body and nonmagical possessions. Each creature within a 30 foot radius of you must make a DC 13 Dexterity saving throw, taking 9 (3d6) fire damage on a failed save, or half as much damage on a successful one. Creatures in medium or heavy armor save with disadvantage. Being underwater doesn’t grant resistance against this damage. In addition, the area is heavily obscured until the end of its next turn.

Death Throes (Steam)

When you die, you explode in a cloud of hissing steam, and each creature within 30 feet of you must make a DC 20 Dexterity saving throw, taking 60 (20d6) fire damage on a failed save, or half as much damage on a successful one. Creatures in medium or heavy armor save with disadvantage. The explosion destroys your armor, weapons, and equipment, including magic items. In addition, the area is heavily obscured for the next 3 rounds.

Fire, Heated, or Steaming Hide

See Armor/Hide.

Living Sauna

You breathe and sweat hissing steam at sauna-level temperatures. All creatures within 30 feet of you must succeed at a DC 14 Constitution saving throw each round they remain within range or suffer 1 level of exhaustion. Creatures in medium or heavy armor save with disadvantage. In addition, the area around you is always wet and lightly obscured, but you can switch it to heavily obscured as a bonus action. When you do, you increase the temperature around you and raise the DC of the saving throw against your steam to DC 17.

Creatures with resistance or immunity to fire are immune to your Living Sauna.

Steam Body

Your body constantly produces steam heat that raises the temperature around you by 10 degrees in a 10 foot radius. This is normal for you, and does not necessarily mean you appear sweaty.

In addition, you can make the area around you in a 10 foot radius lightly obscured by steam that oozes from your pores for 1 minute as a reaction, or heavily obscured for 10 feet until the end of your next turn as a bonus action.

Steam Actions

Steam Breath (Recharge 5-6)

You exhale scalding steam in a 5-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 6 (2d6) fire damage on a failed save, or half as much damage on a successful one.

Being underwater doesn’t grant resistance against this damage.

Prerequisite(s): Small creature.

Steam Breath (Recharge 5-6)

You exhale scalding steam in a 10-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 9 (3d6) fire damage on a failed save, or half as much damage on a successful one.

Being underwater doesn’t grant resistance against this damage.

Prerequisite(s): Medium creature.

Steam Breath (Recharge 5-6)

You exhale scalding steam in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 15 (5d6) fire damage on a failed save, or half as much damage on a successful one.

Being underwater doesn’t grant resistance against this damage.

Prerequisite(s): Large creature.

Steam Breath (Recharge 5-6)

You exhale scalding steam in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 30 (10d6) fire damage on a failed save, or half as much damage on a successful one.

Being underwater doesn’t grant resistance against this damage.

Prerequisite(s): Huge creature.

Steam Breath (Recharge 5-6)

You exhale scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 45 (15d6) fire damage on a failed save, or half as much damage on a successful one.

Being underwater doesn’t grant resistance against this damage.

Prerequisite(s): Gargantuan creature. Example: Dragon Turtle.

Steam Spray (Recharge 4-6)

Ranged Spell Attack: range 30 ft., one target. Hit: 9 (3d6) fire damage and the target is blinded until the end of its next turn if it fails a DC 13 Dexterity saving throw.

Does Water Prevent Fire Damage? Water offers advantage on saving throws against regular fire damage, but provides NO protection against fire damage from heat or steam. (See Water, p. 223)

Force

This section covers force damage and related effects like telekinesis. When thinking about force, think about what else it can do, like pushing creatures or objects and/or knocking them prone; in some cases, this could be creatively used by the caster to push themselves or slow a fall (see Hurl Force Bolt).

Force Traits

Absorption (Force)

See Advantages.

Affinity for Force

See Advantages.

Auras

See Auras/Confer Ability for the following suggestions:

  • Force
  • Force Doom

Aversion to Force

See Advantages.

Banished by Force

See Disadvantages.

Concussive Force

Your force spells/traits/actions/reactions knock targets prone if their saving throw for it fails by 5 or more.

Confer Force Resistance

See Auras/Confer Ability.

Death Blast (Force)

When you die, you are torn apart by force energy that destroys your body and nonmagical possessions. Each creature within a 10 foot radius of you must make a DC 12 Strength saving throw, taking 6 (2d6) force damage on a failed save and is pushed back 10 feet. On a successful save, it takes half damage and is not pushed.

Death Burst (Force)

When you die, you are torn apart by force energy that destroys your body and nonmagical possessions. Each creature within a 10 foot radius of you must make a DC 11 Strength saving throw, taking 4 (1d8) force damage on a failed save and is pushed back 10 feet. On a successful save, it takes half damage and is not pushed.

Death Clock (Force)

When you are reduced to half your hit points or less, a countdown timer inside you triggers. In 3 rounds, or whenever you reach 0 hit points before that, you are torn apart by force energy that destroys your body and nonmagical possessions. Each creature within a 30 foot radius of you must make a DC 13 Strength saving throw, taking 9 (3d6) force damage and is pushed back 10 feet and knocked prone. On a successful save, it takes half damage and is only pushed 5 feet and not knocked prone.

Death Throes (Force)

When you die, you explode, and each creature within 30 feet of you must make a DC 20 Dexterity saving throw, taking 60 (20d6) force damage on a failed save, or half as much damage on a successful one. The explosion destroys your armor, weapons, and equipment, including magic items.

Enduring Force

All of your attacks that deal force damage deal extra force damage over a number of rounds equal to half your CR or Proficiency Bonus (rounded down, minimum of 1). On the first round, you deal your normal force damage. On the second round, you deal an extra 3 (1d6) force damage. On the third round, you deal an extra 1 (1d3) force damage. On the fourth and each additional round, you deal 1 extra point of force damage.

Force Body (Small-Medium)

A creature that touches you or hits you with a melee attack while within 5 feet of you suffers 5 (1d10) force damage.

Force Body (Large)

A creature that touches you or hits you with a melee attack while within 5 feet of you suffers 6 (2d6) force damage.

Force Body (Huge)

A creature that touches you or hits you with a melee attack while within 5 feet of you suffers 9 (3d6) force damage.

Force Body (Gargantuan)

A creature that touches you or hits you with a melee attack while within 5 feet of you suffers 12 (4d6) force damage.

Force Field

See Constructs.

Force Leap (Telekinesis)

You can jump up to 30 feet straight up (or down without taking falling damage) using telekinesis.

Force Touch

You exude force energy from your hands and/or fingertips at will as a free action. Your unarmed attacks deal an extra 2 points of force damage. Once per day, you can use your energy to push a creature you hit of your size or less 5 feet away (no saving throw) as a reaction.

Force Weapons

Any metal melee weapon you wield deals an extra 3 (1d6) force damage on a hit.

Giant Fury (Stone)

See Giants.

Immunity to Force

See Advantages.

Inclination to Force

See Advantages.

Innate Spellcasting (Force)

See Innate Spellcasters.

Interest In Force

See Advantages.

Powerful Force

Your attacks that deal force damage are so powerful that they overcome any force resistance your target has (but not immunity).

Psychic Mage

See Combat Tactics and Training.

Resistance to Force

See Advantages.

Susceptibility to Force

See Disadvantages.

Vulnerability to Force

See Disadvantages.

Force Actions

Arcane Defiance

See Combat Tactics and Training.

Force Scream (Recharge 5-6)

You scream a 30 foot long cone that deals 9 (3d6) + your Constitution modifier force damage to all creatures and nonmagical objects in range. In addition, any creature in the cone is stunned until the end of its next turn if it fails a DC 13 Constitution saving throw.

Force Weapon (Any) or Hand

Melee Weapon Attack: reach 5 ft., one target. Hit: You deal your normal weapon (or unarmed strike) damage plus an extra 5 (1d10) force damage and the target is pushed back 5 feet if it fails a DC 13 Strength saving throw.

Hurl Force Bolt

Ranged Spell Attack: range 150 ft., one target. Hit: 9 (3d6) force damage and the target is pushed back 10 feet if it fails a DC 13 Strength saving throw. The bolt is invisible. If you target the ground at your feet, you instead shoot up to 30 feet straight up into the air for 1 round before falling back to earth. You take 3 (1d6) bludgeoning damage for every 10 feet you travel if you hit a ceiling and/or fall back to earth. You can use this as a temporary boost to reach a higher elevation.

You can also hurl this bolt at the ground to break your fall as a reaction. If you do, you take half damage.

Hurl Object (Telekinesis)

Ranged Spell Attack: range 60 ft., one target. Hit: 6 (2d6) force damage and the target is knocked prone if it fails a DC 13 Dexterity saving throw. You use telekinesis to lift and hurl an unsecured object weighing 10 pounds or less at the target, and can lift it up to 60 feet in the air. If you miss with your initial attack, you may make a second attack against a Different target behind it that is also within range.

Legendary Shimmering Shield (Costs 2 Actions)

You create a shimmering, magical force field around yourself or another willing creature you can see within 60 feet of you. The target gains a +5 bonus to its AC until the end of your next turn and immunity to all force damage, not just from magic missile.

Repulsion Breath (Recharge 5-6)

See Breath Weapons/Spittle.

Wall of Force (Recharge 6)

You magically form an invisible wall of force within 60 feet of you. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a fat surface made up of ten 10-foot-by-10-foot panels.

Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side).

Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall. The wall lasts for 1 minute or until you are incapacitated or die.

Gaze Weapons/SIGHT-Based Attacks

This section covers gaze weapons like the medusa and sight-based attacks like the sea hag. The difference is a target must meet the creature’s gaze to be affected by their trait or action, whereas all a target has to do is see how ugly a creature with a sight-based attack is.

Creatures with sight-based attacks are always hideous, monstrous, or insanely otherworldly by humanoid standards (not necessarily by their own. Aberrations, fends, monstrosities, and undead make up the majority of sight-based attacks.

Creatures with gaze weapons are more diverse and can be quite beautiful…

Gaze Weapon Traits

Charm Gaze

You target one humanoid you can see within 30 feet of you. If the target can see you, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by you.

The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn’t under your control, it takes your requests or actions in the most favorable way it can, and it is a willing target for any attack that would turn it undead or polymorph/transform it into another creature.

Each time you or your allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until you die, are on a Different plane of existence from the target, or end the effect as a bonus action. If a target’s saving throw is successful, the target is immune to your Charm Gaze for the next 24 hours.

You can have only one humanoid charmed at a time.

Example: Vampire.

Petrifying Gaze (Basilisk)

If a creature starts its turn within 30 feet of you and the two of you can see each other, you can force the creature to make a DC 12 Constitution saving throw if you aren’t incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

A creature that isn’t surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can’t see you until the start of its next turn, when it can avert its eyes again. If it looks at you in the meantime, it must immediately make the save.

If you have an Intelligence score of 5 or less, then whenever you see your refection within 30 feet of yourself in bright light, you mistake yourself for a rival and target yourself with your gaze. Example: Basilisk.

Petrifying Gaze (Medusa)

When a creature that can see your eyes starts its turn within 30 feet of you, you can force it to make a DC 14 Constitution saving throw if you aren’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success.

The petrification lasts until the creature is freed by the greater restoration spell or other magic.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see you until the start of its next turn, when it can avert its eyes again. If the creature looks at you in the meantime, it must immediately make the save.

If you see yourself reflected on a polished surface within 30 feet of you and in an area of bright light, you are, due to your curse, affected by your own gaze. Example: Medusa.

Gaze Weapon Actions

Legendary Blinding Gaze (Costs 3 Actions)

You target one creature you can see within 30 feet of you. If the target can see you, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness. Example: Solar.

Legendary Frightening Gaze (Costs 2 Actions)

You fix your gaze on one creature you can see within 10 feet of you. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to your Frightening Gaze for the next 24 hours. Example: Lich.

Legendary Madness Gaze (Costs 3 Actions)

You target one creature you can see within 30 feet of you. If the target can see you, the target must succeed on a DC 15 Constitution saving throw or act as if under a confusion spell until a greater restoration, wish, or divine intervention removes the madness.

Once the madness is removed, the target must make a DC 17 Wisdom saving throw. If successful, the target gains a single use of the augury spell as it is able to glean or glimpse some revelation from its madness.

Legendary Righteous Gaze

See Celestials.

Radiant Gaze

See Radiant.

Searing Gaze

See Radiant.

Sight-Based Attack Traits

Horrific Appearance

Any humanoid that starts its turn within 30 feet of you and can see your true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if you are within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Horrific Appearance for the next 24 hours.

Unless the target is surprised or the revelation of your true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against you. Example: Sea Hag.

Horrifying Visage

Each creature within 60 feet of you that can see you must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to your Horrifying Visage for the next 24 hours.

The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.

Creatures that cannot age, like celestials, constructs, elementals, fends, and undead are immune. Example: Ghost.

Sight-Based Attack Actions

Death Glare

You target one frightened creature you can see within 30 feet of you. If the target can see you, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points. Example: Sea Hag.

Dreadful Glare

You target one creature you can see within 60 feet of you. If the target can see you, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of your next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to Dreadful Glare—but not Dreadful Glare of Doom—for the next 24 hours. Example: Mummy.

Dreadful Glare of Doom

You target one creature you can see within 60 feet of you. If the target can see you, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of your next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to Dreadful Glare and Dreadful Glare of Doom for the next 24 hours. Example: Mummy Lord.

Horror Nimbus (Recharge 5-6)

You magically emit scintillating, multicolored lights of a pulsating, chaotic, and disturbing nature. Each creature within 15 feet of you that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Horror Nimbus for the next 24 hours. Example: Nalfeshnee.

Scare (1/Day)

One creature of your choice within 20 feet of you must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if you are within line of sight, ending the effect on itself on a success. Example: Quasit.

Horror Nimbus

Giants

This section covers giants. Giants have no commonly shared special abilities aside from the fact they are all Huge creatures, with diverse giantkin like ettins, ogres, oni, and trolls being Large instead. Feel free to look into adding traits and actions from associated damage types to giants, such as cold, fire, lightning, etc.

Giants as Enemies

Giants dwell in remote locations, so once you leave their territory, the likelihood of them following you is small. Cloud giants with cloud castles are the exception.

Giants as Allies

Giants see themselves and their kind as superior to non-giants and resent anyone asserting anything Different. So long as their superiority is acknowledged, they may be allied with. However, they have no qualms breaking their word with non-giants if it benefits them to do so.

Giant Quotes

1. “Such big words from such a puny creature!” 2. “You dare much for one so little!” 3. “It is a shame you are so small and short-lived.” 4. “What flies are to humans, you are to me.” 5. “I could grind you beneath my heel.” 6. “Come back when you have grown.” 7. “Our people fight dragons! What have your kind ever fought but each other?” 8. “An item crafted by giants will last a thousand years.” 9. “We were old when the world was young.” 10. “All empires fade, all glory dies. We know this better than anyone.”

Giant Traits

Ettin Ancestry

See Humanoids.

Fe-Fi-Fo-Fum

You gain advantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on smell. If your check is successful, you can identify the exact creature type you smell, plus its ancestry and/or culture, as in “Fe-f-fo-fum, I smell the blood of an Englishman!”

You also identify the target creature’s general location if it is within 60 feet of you, regardless of whether it is hiding or invisible, but not if it is astral or ethereal.

Creatures without any scent are immune to this trait.

Giant Ancestry

See Humanoids.

Giant Arrogance

You gain advantage on Intelligence and Charisma checks and saving throws against non-giants.

Giant Cunning

You gain advantage on Wisdom and Charisma checks and saving throws against non-giants.

Giant Fury (Cloud)

Your attacks deal an extra 6 (1d12) thunder damage.

Prerequisite(s): Cloud Giant.

Giant Fury (Fire)

Your attacks deal an extra 6 (1d12) fire damage.

Prerequisite(s): Fire Giant.

Giant Fury (Frost)

Your attacks deal an extra 6 (1d12) cold damage.

Prerequisite(s): Frost Giant.

Giant Fury (Giantkin)

Your attacks deal an extra 5 (1d10) damage of its type.

Prerequisite(s): Giant.

Giant Fury (Stone)

Your attacks deal an extra 6 (1d12) force damage.

Prerequisite(s): Stone Giant.

Giant Fury (Storm)

Your attacks deal an extra 6 (1d12) lightning damage.

Prerequisite(s): Storm Giant.

Giant Legacy

See Humanoids.

Giant Resistance

See Humanoids.

Giant Resolve

You gain advantage on Strength and Constitution checks and saving throws against non-Giants.

Giant Weapons

You may wield two-handed weapons in one-hand.

Innate Spellcasting (Giant)

See Innate Spellcasters.

Giant Actions

Fling

See Combat Tactics and Training.

Lightning Strike (Recharge 5-6)

See Lightning.

Rock (Giant)

Ranged Weapon Attack: range 60/240 ft., one target. Hit: 20 (4d10) + your Strength modifier bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Example: Stone Giant.

Sweeping Attack (Recharge 5-6)

You swing your melee weapon in a sweeping arc.

Regardless of whether you hit, all creatures in a 10 foot cone (using you as the point of origin) must succeed on a DC 13 Dexterity saving throw or be knocked prone and pushed back 5 feet. On a successful save, they are not knocked prone or pushed. If the save fails by 5 or more, the creature is also stunned until the end of its next turn.

Prerequisite(s) Large Giant.

Summon Giants (1/Day)

See Summoning.

Sweeping Attack (Recharge 4-6)

You swing your melee weapon in a sweeping arc.

Regardless of whether you hit, all creatures in a 10 foot cone (using you as the point of origin) must succeed on a DC 15 Dexterity saving throw or be knocked prone and pushed back 10 feet. On a successful save, they are not knocked prone but still pushed back 5 feet. If the save fails by 5 or more, the creature is also stunned until the end of its next turn.

Prerequisite(s) Huge Giant.

Stomp

See Charge/Hooves/Horns/Ram/Slam.

Giant Reactions

Rock Catching

If a rock or similar object is hurled at you, you can, as a reaction with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. Example: Stone Giant.

Humanoids

Humanoids are any mortal Small-Medium bipedal creature, anything from dwarves and goblins to elves, orcs, and humans. With such diversity comes a lack of commonly shared special abilities aside from darkvision 60 feet, with humans and merfolk being the primary exceptions to that.

Humanoids can adapt to all but the most extreme heat or cold, so you will find them everywhere, and almost always in numbers. Along with beasts, they are the most commonly encountered creature type.

Humanoids are social animals, gathering along clan, tribe, religious, or national lines for self-defense and/or territorial expansion. Most are organized along feudal and/or dynastic lines, with an emperor, king, or other noble and its family as the rulers. Others may be organized into theocracies (rule by priests), magocracies (rule by wizards), or oligarchies (rule by the wealthy).

Beyond these ties of blood, god, power, or coin, humanoids lack unity, preferring to organize into homogeneous, hierarchical groups. Cosmopolitan cities along major trade routes can be exceptions, and are where you will find the widest range of people and cultures living side by side—though not without a share of tension and distrust.

Aside from bandits/pirates, cultists, commoners, and merchants, the most frequently encountered type of humanoid will be law enforcement and the military.

Bribery, graft, and corruption may be rare or endemic among them, and morale could be high, low, or anywhere in-between. It depends on who is in charge, what their policies are, how well their enforcers are paid, and what they know they can get away with. In general, lawful leadership leads to lawful societies.

Good, evil, or neutral, it is lawful societies that have the strongest military and law enforcement with the best pay and highest morale. Neutral or chaotic societies tend to be much smaller, and require geographic, political, or other advantages to survive, let alone thrive. They may only remain strong as long as their current leadership is in place, whereas a lawful society with an orderly chain of succession stands a much better chance of carrying on regardless of who is in charge.

Humanoids as Enemies

Some humanoids are quick to forgive, while others carry grudges to the grave, and even down generational lines. Depending on the humanoid, shows of respect, remorse, repentance, and/or gifts/bribes can go a long way toward defusing hostile situations… at least temporarily.

Many cultures have a tradition of hospitality, whereby once you are invited in (which may be an ordeal in itself), you are considered “safe” and to be treated as an honored guest—provided you break no laws or overstay your welcome. Those who violate the law of hospitality are shamed and shunned; they may face other repercussions as well.

Another custom among some cultures is vendetta law, or the right to revenge, where one wrong can be addressed by committing a similar wrong upon the wrongdoer (or its family). This can create centuries-long “blood feuds” between rival families. To avoid this, some cultures have adopted dueling as a means to satisfy the honor of the wronged party. Still others attempt to smooth things over by forcing fines—called “weregild”—upon the wrongdoer. In both these cases, the point is to resolve the feud quickly and honorably, to prevent a blood feud from spilling over and disrupting the rest of society.

Humanoids as Allies

Some humanoids can be trusted, some can’t. It depends on a variety of cultural, economic, political, and religious factors, but in the end, it all boils down to the individual. While it’s true you can count on a humanoid to act in its own self-interest, some will surprise you and gladly sacrifice themselves for a cause, their ideals, or the greater good.

Some cultures believe it is a grave sin to lie or cheat each other, but not a problem to do it to outsiders. Others see anyone not of their race or religion as outsiders, and no amount of living among them will change that. That doesn’t mean they will lie or cheat you (or worse), just that you will never be one of them. You can still ally with such humanoids, but temper your expectations accordingly, and expect friction from the more xenophobic among them.

Most feudal cultures believe in a strict caste system, with little to no room for advancement outside your caste. This can make alliances difficult if your allies do not respect you as equals.

Humanoids Traits

Aberrant Ancestry

You have the blood of an aberration in your veins. You speak Deep Speech. You gain one non-legendary Aberration trait of your choice and unlock the rest of the aberration trait tree. You gain a +2 bonus on Charisma checks against aberrations.

Aberrant Legacy

You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hold person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Aberrant Resistance

You gain resistance to your choice of acid or psychic damage.

Abyssal Ancestry

You have the blood of a demon in your veins. You speak Abyssal. You gain one non-legendary Fiend trait of your choice and unlock the rest of the fend trait tree. You gain a +2 bonus on Charisma checks against demons and -4 against celestials and devils.

Abyssal Legacy

You know the vicious mockery cantrip. When you reach 3rd level, you can cast the inflict wounds spell as a 2ndlevel spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Abyssal Resistance

You gain resistance to your choice of cold, fire, or lightning damage.

Aggressive

As a bonus action, you can move up to its speed toward a hostile creature that it can see. Example: Orc.

Artificer’s Lore

Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. Example: Rock Gnome.

Athletic

You gain proficiency in the Athletics skill.

Beast Blood Ancestry

You have beast blood in your veins, perhaps from a druidic or lycanthropic ancestor. You gain one beast trait of your choice and unlock the rest of the Beast trait tree. You gain a +2 bonus on Animal Handling and Charisma checks against beasts.

Blood Frenzy

You have advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Blood Fury

You gain a +2 bonus on melee attack rolls against any creature that doesn’t have all its hit points.

Brave

See Combat Training and Tactics.

Brute

See Combat Training and Tactics.

Celestial Ancestry

You have the blood of a celestial in your veins. You speak Celestial. You gain one non-legendary celestial trait of your choice, and you unlock the rest of the Celestial trait tree. You gain a +2 bonus on Charisma checks against celestials and a -4 penalty against fends.

Celestial Legacy

You know the spare the dying cantrip. When you reach 3rd level, you can cast the healing word spell as a 2ndlevel spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the branding smite spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Celestial Resistance

You gain resistance to radiant damage.

Charming

You gain proficiency in the Persuasion skill.

Cunning

You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Example: Gnome.

Deceptive

You gain proficiency in the Deception skill.

Dexterous

You gain proficiency in the Acrobatics skill.

Disease Resistance

You gain advantage on saving throws against disease and the poisoned condition (but not poison damage).

Diseased Ancestry

You have diseased blood in your vein, perhaps from a saint martyred by plague or a priest of a god of disease.

You gain the Disease trait of your choice, and you unlock the rest of the Disease trait tree. You gain a +2 bonus on Charisma checks against fends, hags, and undead and a -4 penalty against celestials and fey.

Diseased Legacy

You know the spare the dying cantrip. When you reach 3rd level, you can cast the bane spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast your choice of the lesser restoration or ray of enfeeblement spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Draconic Ancestry

You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table (under Dragonborn). Your breath weapon and damage resistance are determined by the dragon type, as shown in the table. Example: Dragonborn.

Draconic Legacy

You know the acid splash, fire bolt, ray of frost, poison spray, or shocking cantrip depending on your draconic ancestry. When you reach 3rd level, you can cast the thunderwave spell (as a roar) as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the shatter spell (as a roar) once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Educated

You gain proficiency in the History skill.

Elemental Ancestry

You have the blood of an elemental in your veins. You speak Primordial in the dialect of your heritage: Aquan, Auran, Ignan, or Terran. You gain one non-legendary elemental trait of your choice, and you unlock the rest of the elemental trait tree. You gain a +2 bonus on Charisma checks against elementals of your type and a -4 penalty against those opposed types (Air and Earth are opposed, and Fire and Water are opposed, with other pairings considered neutral).

Elemental Legacy

You know the fire bolt cantrip; this cantrip deals your choice of cold, fire, lightning, or thunder damage depending on your elemental ancestry. When you reach 3rd level, you can cast the burning hands spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. This spell deals your choice of cold, fire, lightning, or thunder damage depending on your elemental ancestry. When you reach 5th level, you can cast the scorching ray spell once with this trait and regain the ability to do so when you finish a long rest. This spell deals your choice of cold, fire, lightning, or thunder damage depending on your elemental ancestry. Charisma is your spellcasting ability for these spells.

Elemental Resistance

You gain resistance to your choice of cold, fire, lightning, or thunder damage.

Enlarge to Large (Recharges After a Short or Long Rest) For 1 minute, you magically increase in size, along with anything you are wearing or carrying. While enlarged, you are Large, double your damage dice on Strength-based weapon attacks, and make Strength checks and Strength saving throws with advantage. If you lack the room to become Large, you attain the maximum size possible in the space available.

Prerequisite(s): Small-Medium creature. Example: Duergar.

Enlarge to Huge (Recharges After a Short or Long Rest) For 1 minute, you magically increase in size, along with anything you are wearing or carrying. While enlarged, you are Huge, triple your damage dice on Strength-based weapon attacks, and make Strength checks and Strength saving throws with advantage. If you lack the room to become Huge, you attain the maximum size possible in the space available.

Prerequisite(s): Large creature.

Ettin Ancestry

You have a trace of ettin blood in your veins. You speak Giant. You have two heads and gain the Two-Headed and Wakeful traits, and you unlock the rest of the Multiple Heads trait tree.

Extraplanar Grifter

You gain proficiency in Deception, Persuasion, Sleight of Hand, and Stealth, or a +2 bonus if you are already proficient. You know the minor illusion cantrip. When you reach 3rd level, you can cast either the disguise self or illusory script spell once with this trait and regain the ability to do so when you finish a short or long rest.

When you reach 5th level, you can cast either the arcanist’s magic aura or rope trick spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Fey Ancestry

You have advantage on saving throws against being charmed, and magic can’t put you to sleep. You speak Sylvan. You gain a +2 bonus on Charisma checks against the fey and other creatures with this trait.

Examples: Elf and Half-Elf.

Fey Legacy

You know the vicious mockery cantrip. When you reach 3rd level, you can cast the charm person spell as a 2ndlevel spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the misty step spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Fey Resistance

You gain resistance to psychic damage.

Fiendish Ancestry

You have the blood of a fend that is not a demon or devil in your veins (such as a succubus or incubus).

You speak Fiendspeak, a pidgin form of Abyssal and Infernal used to communicate in the non-Abyss/nonhell Lower Planes—essentially, the Common of the Lower Planes. You gain one non-legendary fend trait of your choice, and you unlock the rest of the Fiend trait tree. You gain a +2 bonus on Charisma checks against fends and a -4 penalty against celestials.

Fiendish Legacy

You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the bane spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the suggestion spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Fiendish Resistance

You gain resistance of your choice to cold, fire, lightning, necrotic, poison, or thunder damage.

Giant Ancestry

You have a trace of giant blood in your veins. You speak Giant. You gain one non-legendary giant trait of your choice, and you unlock the rest of the Giant trait tree. You gain a +2 bonus on Charisma checks against giants and orcs and a -4 penalty against dragons.

Giant Legacy

You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the enlarge/reduce spell once with this trait and regain the ability to do so when you finish a short or long rest. When you reach 5th level, you can cast the enhance ability spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Giant Resistance

You gain resistance to your choice of cold, fire, or lightning damage.

Hellish Resistance

You gain resistance to fire damage. Example: Tiefling.

Infernal Ancestry

You have the blood of a devil in your veins. You speak Infernal. You gain one non-legendary Fiend trait of your choice and unlock the rest of the fend trait tree.

You gain a +2 bonus on Charisma checks against devils and -4 against celestials and demons.

Infernal Legacy

You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Inquisitive

You gain proficiency in the Investigation skill.

Insightful

You gain proficiency in the Insight skill.

Longstride

Your base walking speed increases by 5 feet.

Prerequisite(s): 13 Constitution.

Longstride (Expert)

Your base walking speed increases by an additional 5 feet.

Prerequisite(s): Longstride, 15 Constitution.

Lucky

When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. Example: Halfling.

Mad Scientist Ancestry

You have the blood of a mad scientist or inventor in your veins. You gain the ability to imbue one nonlegendary construct trait of your choice into any constructs you create, and you unlock the rest of the Construct trait tree to imbue your constructs with additional traits. You gain a +2 bonus on Charisma checks against constructs.

Mad Scientist Legacy

You know the mending cantrip. When you reach 3rd level, you can cast the find familiar spell once with this trait and regain the ability to do so when you finish a short or long rest. The familiar is a construct, but is otherwise the same as those normally provided by the spell. When you reach 5th level, you can cast the shatter spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.

Mad Scientist Resistance

You gain resistance to your choice of acid, fire, lightning, or psychic damage.

Menacing

You gain proficiency in the Intimidation skill. Example: Half-Orc.

Monstrous Ancestry

You have a trace of monstrosity blood in your veins.

You gain one non-legendary monstrosity trait of your choice, and you unlock the rest of the Monstrosity trait tree. You gain a +2 bonus on Charisma checks against monstrosities.

Monstrous Legacy

You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the enlarge/reduce spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the alter self spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Monstrous Resistance

You have resistance to your choice of acid, cold, fire, lightning, or thunder damage.

Mystic

You gain proficiency in the Arcana skill.

Naturally Stealthy

You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. Example: Lightfoot Halfling.

Nimbleness

You can move through the space of any creature that is of a size larger than yours. Example: Halfling.

Ooze Ancestry

You have a trace of ooze blood in your veins. You have Limited Telepathy with oozes. You gain one nonlegendary ooze trait of your choice, and you unlock the rest of the Ooze trait tree. You gain advantage on Charisma checks against oozes.

Ooze Legacy

You know the acid splash cantrip. When you reach 3rd level, you can cast the grease spell once with this trait and regain the ability to do so when you finish a short or long rest. When you reach 5th level, you can cast the spider climb spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Ooze Resistance

You have resistance to your choice of acid or lightning damage.

Pack Tactics

See Combat Tactics and Training.

Perceptive

You gain proficiency in the Perception skill.

Plant Ancestry

You have a trace of plant blood in your veins. You speak Sylvan. You gain one non-legendary plant trait of your choice, and you unlock the rest of the Plant trait tree. You gain advantage on Charisma checks against fey and plants.

Plant Legacy

You know the druidcraft cantrip. When you reach 3rd level, you can cast the entangle spell once with this trait and regain the ability to do so when you finish a short or long rest. When you reach 5th level, you can cast the spike growth spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Plant Resistance

You have resistance to your choice of acid, cold, lightning, or poison damage.

Relentless Endurance

See Combat Training and Tactics.

Resilience

You have advantage on saving throws against poison, and you have resistance against poison damage.

Example: Dwarf

Retractable Fangs/Claws

You can retract or extend your fangs and/or claws as a free action. You gain advantage on Deception (Disguise) checks to hide your fangs and/or claws.

Prerequisite(s): Bite and/or Claws.

Savage Attacks

When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Example: Half-Orc.

Shadow Ancestry

You have the blood of the Shadowfell in your veins.

You gain the Dismiss Light trait, and you unlock the rest of the Darkness/Illusion/Shadow trait tree (subject to GM approval, with Invisibility [Natural] not possible). You gain a +2 bonus on Charisma checks against the undead and creatures of the Shadowfell.

Shadow Legacy

You know the minor illusion cantrip. When you reach 3rd level, you can cast the sleep spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the blur spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Shadow Resistance

You gain resistance to your choice of necrotic or psychic damage.

Shapechanger Ancestry

You have a trace of lycanthropic or shapechanger blood in your veins. You gain one non-legendary shapechanger trait of your choice, and you unlock the rest of the shapechanger trait tree. You gain a +2 bonus on Charisma checks against shapechangers.

Shapechanger Legacy

You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a short or long rest. When you reach 5th level, you can cast the alter self spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Skill Proficiency

You gain proficiency in two skills of your choice.

Example: Half-Elf.

Spiritual

You gain proficiency in the Religion skill.

Stealthy

You gain proficiency in the Stealth skill.

Stonecunning

See Earth/Stone.

Survivor

You gain proficiency in the Survival skill.

Tinker

You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.

When you create a device, choose one of the following options:

  • Clockwork Toy: This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
  • Fire Starter: The device produces a miniature fame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
  • Music Box: When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.

Example: Rock Gnome.

Trance

You don’t need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that other humanoids gain from 8 hours of sleep. Example: Elf.

Undead Ancestry

You have a trace of undead blood in your veins. You gain one non-legendary undead trait of your choice, and you unlock the rest of the Undead trait tree. You gain a +2 bonus on Charisma checks against the undead and -a 4 penalty against celestials.

Undead Legacy

You know the chill touch cantrip. When you reach 3rd level, you can cast the false life spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the ray of enfeeblement spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Undead Resistance

You have resistance to necrotic damage.

Under-Deep Ancestry

You have the blood of a creature native to the Underdeep in your veins. You speak Undercommon. You gain Darkvision 60 feet, and have advantage on saving throws against poison. You suffer Sunlight Sensitivity (see Disadvantages).

Under-Deep Legacy

You know the poison spray cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a short or long rest. When you reach 5th level, you can cast the web spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Under-Deep Resistance

You have resistance to your choice of poison or psychic damage.

Weapons Training

See Combat Tactics and Training. This replaces individual weapons training for dwarves, elves, etc., and allows any ancestry, lineage, or race to have proficiency with up to four martial ranged and/or melee weapons.

Innate Spellcasters

Unless stated otherwise, all innate spellcasters default to Charisma as their spellcasting ability score. Feel free to change this if the creature has a higher Intelligence or Wisdom score. An innate spellcaster’s level defaults to its CR (minimum of 1), and it does not have spell slots, so it casts its innate spells at the minimum possible level unless the GM desires otherwise.

Innate spellcasting must take into account the creature’s anatomy. At the very least, by definition, innate spellcasting requires no material components. If the creature has no hands, it only requires verbal components. If the creature has no mouth or is psychic, psionic, or telepathic by nature, then it requires no components whatsoever.

Different creature types favor Different class spell lists: Aberrations and fends favor arcane spells, celestials favor cleric spells, fey favor bard or druid spells, etc. This doesn’t mean they can only pick from those lists, just that those are the usual types of spells they can innately cast. Exceptions always exist (fallen celestials, hags, mutants, etc.).

Below are examples of innate spellcasters for each creature or damage type and their common spell lists; all are unique to this book. Our spell lists are suggestions; feel free to add, cut, or swap spells as desired.

Innate Spellcaster Traits

Innate Spellcasting (Cantrip)

You know and can innately cast at will one cantrip. It requires no material components. Note: You can use Intelligence, Wisdom, or Charisma as your innate spellcasting score for this cantrip.

Innate Spellcasting (1st Level Spell)

You know and can innately cast at will one 1st level spell, requiring no material components. Examples of this include mephits. Note: You can use Intelligence, Wisdom, or Charisma as your innate spellcasting score for this spell.

Innate Spellcasting (2nd Level Spell)

You know and can innately cast at will one 2nd level spell, requiring no material components. Note: You can use Intelligence, Wisdom, or Charisma as your innate spellcasting score for this spell.

Innate Spellcasting (3rd Level Spell)

You know and can innately cast at will one 2nd level spell, requiring no material components. Note: You can use Intelligence, Wisdom, or Charisma as your innate spellcasting score for this spell.

Innate Spellcasting (4th Level Spell)

You know and can innately cast at will one 2nd level spell, requiring no material components. Note: You can use Intelligence, Wisdom, or Charisma as your innate spellcasting score for this spell.

Innate Spellcasting (5th Level Spell)

You know and can innately cast at will one 2nd level spell, requiring no material components. Note: You can use Intelligence, Wisdom, or Charisma as your innate spellcasting score for this spell.

Innate Spellcasting (Aberration)

You can innately cast the following spells, requiring no material components:

Innate Spellcasting (Acid)

You can innately cast the following spells, requiring no material components:

  • At Will: acid splash
  • 3/Day Each: acid hands (treat as burning hands but deals acid damage), acid arrow
  • 1/Day Each: acid blast (treat as fireball but deals acid damage), stinking cloud, wall of acid (treat as wall of fire but deals acid damage)

Innate Spellcasting (Air)

You can innately cast the following spells, requiring no material components:

Innate Spellcasting (Celestial)

You can innately cast the following spells, requiring no material components:

Note: You can use Wisdom or Charisma as your innate spellcasting score.

Innate Spellcasting (Cold)

You can innately cast the following spells, requiring no material components:

Innate Spellcasting (Construct/Mad Scientist)

You can innately cast the following spells requiring no components at all:

Note: You can use Intelligence or Charisma as your innate spellcasting score.

Innate Spellcasting (Earth)

You can innately cast the following spells, requiring no material components:

Innate Spellcasting (Fey)

You can innately cast the following spells, requiring no material components:

Innate Spellcasting (Fiend)

You can innately cast the following spells, requiring no material components:

Note: You may want to add some damage type spells (cold, fire, etc.) based on the fiend’s type or Lower Plane of origin (fire and poison for most devils, and cold, fire, lightning, or necrotic for most demons.

Obviously, for bone or ice devils, or other cold-based fends, swap out wall of fire for wall of ice and add ray of frost and other cold/ice/snow spells as desired. You could also merge this innate spellcasting list with that for cold, fire, etc., but be aware that will give the fend a lot more options–making them both more deadly and more complicated to run.

Innate Spellcasting (Fire)

You can innately cast the following spells, requiring no material components:

Innate Spellcasting (Force)

You can innately cast the following spells, requiring no material components:

Innate Spellcasting (Giant)

You can innately cast the following spells, requiring no material components:

For Different types of giants, you could add a cantrip and extra 3rd-6th level spell (or two) to represent their type and power level:

Innate Spellcasting (Illusion/Shadow)

You can innately cast the following spells, requiring no material components:

Innate Spellcasting (Lightning/Thunder)

You can innately cast the following spells, requiring no material components:

Innate Spellcasting (Monstrosity)

You can innately cast the following spells, requiring no material components.

 

Innate Spellcasting (Necrotic/Undead)

You can innately cast the following spells, requiring no material components:

Note: You can use Intelligence, Wisdom, or Charisma as your innate spellcasting score.

Innate Spellcasting (Poison)

You can innately cast the following spells, requiring no material components:

Innate Spellcasting (Plant)

You can innately cast the following spells, requiring no material components:

Note: You can use Wisdom or Charisma as your innate spellcasting score.

Innate Spellcasting (Psychic)

You can innately cast the following spells, requiring no material components:

Note: You can use Intelligence or Charisma as your innate spellcasting score.

Innate Spellcasting (Undead)

See Innate Spellcasting (Necrotic/Undead).

Innate Spellcasting (Underground Native)

You can innately cast the following spells, requiring no material components:

Innate Spellcasting (Water)

You can innately cast the following spells, requiring no material components:

Lightning

This section covers lightning damage and effects.

When thinking about lightning, think about what else it can do, like knock prone, paralyze, or stun. It can also start fires in flammable objects that are not being worn or carried. Targets wearing metal armor (or in water) may be forced to save with disadvantage against lightning. Lightning also heals some creatures (like shambling mounds) or causes them to divide and split into two (like black puddings and ochre jellies).

Lightning, even more than fire, radiant, or thunder damage, is associated with the gods. Lightning is a sign of their anger, power, and authority over mortals. As such, it is the second most wielded damage type after radiant for celestials acting as proxies for their creator.

Lightning Traits

Absorption (Lightning)

See Advantages.

Affinity for Lightning

See Advantages.

Auras

See Auras/Confer Ability for the following suggestions:

  • Lightning
  • Lightning Doom
  • Storms
  • Stormy Doom

Aversion to Lightning

See Advantages.

Banished by Lightning

See Advantages.

Confer Lightning Resistance

See Advantages.

Death Blast (Lightning)

When you die, electricity destroys your body and nonmagical possessions. Each creature within a 10 foot radius of you must make a DC 12 Dexterity saving throw, taking 6 (2d6) lightning damage (or 3d6 if wearing metal armor) on a failed save and is paralyzed by jolts of electricity until the end of its next turn. On a successful save, it takes half damage and is not paralyzed.

Death Burst (Lightning)

When you die, electricity destroys your body and nonmagical possessions. Each creature within a 10 foot radius of you must make a DC 11 Dexterity saving throw, taking 4 (1d8) lightning damage (or 2d8 if wearing metal armor) on a failed save and is paralyzed by jolts of electricity until the end of its next turn. On a successful save, it takes half damage and is not paralyzed.

Death Clock (Lightning)

When you are reduced to half your hit points or less, a countdown timer inside you triggers. In 3 rounds, or whenever you reach 0 hit points before that, electricity destroys your body and nonmagical possessions. Each creature within a 30 foot radius of you must make a DC 13 Dexterity saving throw, taking 9 (3d6) lightning damage on a failed save (or 4d6 if wearing metal armor) and is paralyzed by jolts of electricity until the end of its next turn. On a successful save, it takes half damage and is not paralyzed.

Death Throes (Lightning)

When you die, you explode, and each creature within 30 feet of you must make a DC 20 Dexterity saving throw, taking 60 (20d6) lightning damage on a failed save, or half as much damage on a successful one. The explosion destroys your armor, weapons, and equipment, including magic items.

Elemental Legacy

See Humanoids.

Elemental Resistance

See Humanoids.

Enduring Lightning

All of your attacks that deal lightning damage deal extra lightning damage over a number of rounds equal to half your CR or Proficiency Bonus (rounded down, minimum of 1). On the first round, you deal your normal lightning damage. On the second round, you deal an extra 3 (1d6) lightning damage. On the third round, you deal an extra 1 (1d3) lightning damage. On the fourth and each additional round, you deal 1 extra point of lightning damage.

Giant Fury (Storm)

See Giants.

Giant Resistance

See Humanoids.

Ignited Illumination (Lightning)

As a bonus action, you can activate or extinguish your Illumination. While illuminated, you shed crackling, bright electric blue-white or yellow light (your choice) in a 10-foot radius and dim electric light for an additional 10 feet.

Illumination (Lightning)

You shed crackling, bright electric blue-white or yellow light (your choice) in a 10-foot radius and dim electric light for an additional 10 feet.

Illumination (Lightning, Greater)

You shed crackling, bright electric blue-white or yellow light (your choice) in a 30- foot radius and dim electric light in an additional 30 feet.

Innate Spellcasting (Construct)

See Innate Spellcasting.

Innate Spellcasting (Giant)

See Innate Spellcasting.

Immunity to Lightning

See Advantages.

Inclination to Lightning

See Advantages.

Innate Spellcasting (Celestial)

See Innate Spellcasting.

Innate Spellcasting (Lightning/Thunder)

See Innate Spellcasting.

Interest In Lightning

See Advantages.

Lightning Blood

Whenever you suffer damage, your blood deals 1d6 lightning damage to adjacent creatures within 5 feet of you.

Lightning Body (Small-Medium)

A creature that touches you or hits you with a melee attack while within 5 feet of you suffers 5 (1d10) lightning damage.

Lightning Body (Large)

A creature that touches you or hits you with a melee attack while within 5 feet of you suffers 6 (2d6) lightning damage.

Lightning Body (Huge)

A creature that touches you or hits you with a melee attack while within 5 feet of you suffers 9 (3d6) lightning damage.

Lightning Body (Gargantuan)

A creature that touches you or hits you with a melee attack while within 5 feet of you suffers 12 (4d6) lightning damage.

Lightning Elemental

See Elementals.

Lightning Hide

See Armor/Hide.

Lightning Tentacles, Tendrils, or Tongue

See Tentacles/Tendrils/Tongue.

Lightning Touch

You exude lightning from your hands and/or fingertips at will as a free action. It can blast through a 1 inch thickness of any nonmagical metal, wood, or other material in 1 round. Your unarmed attacks deal an extra 2 points of lightning damage.

Lightning Weapons

When you hit with a metal melee weapon, it deals an extra 3 (1d6) lightning damage.

Mad Scientist Resistance

See Humanoids.

Monstrous Resistance

See Humanoids.

Ooze Resistance

See Humanoids.

Plant Resistance

See Humanoids.

Powerful Lightning

Your attacks that deal lightning damage are so powerful that they overcome any lightning resistance your target has (but not immunity).

Resistance to Lightning

See Advantages.

Storm Elemental

See Elementals.

Storm Mage

See Combat Tactics and Training.

Susceptibility to Lightning

See Disadvantages.

Vulnerability to Lightning

See Disadvantages.

Lightning Actions

Hurl Lightning Bolt

Ranged Spell Attack: range 150 ft., one target. Hit: 9 (3d6) lightning damage and the target is paralyzed until the start of its next turn if it fails a DC 13 Constitution saving throw. Creatures in metal armor save with disadvantage.

Lightning Bolt Trio (Recharge 5-6)

You magically create three bolts of lightning, each of which can strike a Different target or the same target you can see within 120 feet of you. A target must make a DC 15 Dexterity saving throw, taking 15 (3d10) lightning damage on a failed save, or half as much damage on a successful one. Creatures in metal armor save with disadvantage. Each bolt requires a Different saving throw even if they are all aimed at the same target.

If you don’t wish to loose them all on the same round, you can hold the bolts for a number of rounds equal to your Constitution modifier (minimum of 1) before you must release them. While you hold at least one bolt, you can use it as a reaction to automatically parry one melee attack against you that you can see.

This inflicts the bolt’s damage on the attacking creature if it is wielding a metal weapon or wearing metal armor; otherwise, it simply prevents the hit. In either case, the bolt is consumed in the parry.

Lightning Breath (Recharge 5-6)

You exhale lightning in a 30-foot long line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 20 (4d10) lightning damage on a failed save, or half as much damage on a successful one. Example: Blue Dragon Wyrmling.

Lightning Breath (Recharge 5-6)

You exhale lightning in a 60-foot long line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 50 (10d10) lightning damage on a failed save, or half as much damage on a successful one. Example: Young Blue Dragon.

Lightning Breath (Recharge 5-6)

You exhale lightning in a 90-foot long line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 60 (12d10) lightning damage on a failed save, or half as much damage on a successful one. Example: Adult Blue Dragon.

Lightning Breath (Recharge 5-6)

You exhale lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. Example: Ancient Blue Dragon.

Lightning Strike (Recharge 5-6)

You hurl a magical lightning bolt at a point you can see within 500 feet of you. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 48 (12d8) lightning damage on a failed save, or half as much damage on a successful one. Example: Storm Giant.

Lightning Teleport (Recharge 5-6)

See Magic/Antimagic.

Lightning Touch

Melee Spell Attack: reach 5 ft., one creature. Hit: 8 (2d8) lightning damage.

Lightning Weapon (Any) or Hand

Melee Weapon Attack: reach 5 ft., one target. Hit: You deal your normal weapon (or unarmed strike) damage plus an extra 5 (1d10) lightning damage and the target is paralyzed until the start of its next turn if it fails a DC 13 Constitution saving throw. Creatures in metal armor save with disadvantage.

Lightning Web (1/Day)

You create up to a 10 foot wide by 30 foot long web of interlocking lightning bolts inside an existing corridor, passage, or tunnel. It must be grounded against preexisting walls, floor, and ceiling or the effect fizzles before it can do any damage.

Any creature of Medium size or smaller that is caught in the web when it goes live or that attempts to bypass it afterward must make a DC 15 Dexterity saving throw for every 10 feet it travels through the web (in either direction), taking 12 (4d6) lightning damage on a failed save and is knocked prone. Creatures in metal armor save with disadvantage. On a successful save, the creature takes no damage, is not knocked prone, and advances 10 ft. down the passage.

Any creature of Large size cannot bypass the web; it can still move down the passage, but automatically takes the damage (but is not knocked prone).

Huge or Gargantuan creatures cannot ft inside the passage regardless, but automatically take damage (but are not knocked prone) if they attempt to reach inside it.

The lightning web remains for up to 10 minutes, until you die, or until you dismiss it as a bonus action.

Wall of Lightning (Recharge 6)

You magically form a wall of lightning within 60 feet of you. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 20 (4d10) lightning damage, or half as much damage on a successful save.

One side of the wall, selected by you when you cast this spell, deals 20 (4d10) lightning damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. The wall lasts for 1 minute or until you are incapacitated or die.

Creatures in metal armor save with disadvantage against this spell.

Lightning Reactions

Split

See Oozes.

Magic/ANTIMAGIC

This section covers things that either imbue magical movement and/or properties, or that prevent them.

Antimagic Traits

Antimagic Susceptibility

See Disadvantages.

Aversion to a Spell

See Disadvantages.

Limited Magic Immunity

You can’t be affected or detected by spells of 6th level or lower unless you wish to be. You have advantage on saving throws against all other spells and magical effects. Example: Rakshasha.

Magic Resistance

You have advantage on saving throws against spells and other magical effects. Example: Clay Golem.

Suppress Magic

Magic within 5 feet of you fails to affect you (unless you wish it to). The magic you suppress is not countered or dispelled, and continues to affect any other creatures as normal.

Vulnerability to a Spell

See Disadvantages.

Antimagic Actions

Legendary Resistance (3/Day)

If you fail a saving throw, you can choose to succeed instead. Example: Lich.

Symbol of Suppression

You carve, burn, paint, or otherwise inscribe this symbol on an immovable nonmagical object like a mature tree, cave wall, stone altar, etc. For a number of hours equal to your Intelligence, Wisdom, or Charisma modifier (minimum of 1), all magic ceases to function within 60 feet of your symbol (even if you want it to).

The magic you suppress is not countered or dispelled, and continues to function as normal outside your symbol’s radius. It cannot cause a creature whose life force is sustained by magic to die, but it is poisoned (even if it is normally immune to that condition) until it leaves the radius. You can have no more symbols active at any one time than your Intelligence, Wisdom, or Charisma modifier (minimum of 1). You may dismiss any or all of your symbols as a bonus action.

Magic Traits

Magic Weapons

Your weapon attacks are considered magical even when you use nonmagical weapons. Example: Marilith.

Natural Magic Weapons

Your natural weapons (such as Bite and Claw or unarmed attacks) are considered magical weapons.

Magic Actions

Acid Teleport (Recharge 5-6)

You magically teleport in a hot splash of sizzling acid, along with any equipment you are wearing or carrying, up to 40 feet to an unoccupied space you can see. All creatures within 10 feet of your point of teleport departure and arrival must succeed at a DC 15 Dexterity saving throw or take 6 (2d6) acid damage on a failed save, or half damage on a successful one. Before or after teleporting, you can make one melee attack.

Blinding Teleport (Recharge 5-6)

You magically teleport, along with any equipment you are wearing or carrying, up to 40 feet to an unoccupied space you can see. All creatures within 30 feet of your point of teleport departure and arrival who see you teleport must succeed at a DC 15 Dexterity saving throw or be blinded until the end of your next turn.

Before or after teleporting, you can make one melee attack.

Cold Teleport (Recharge 5-6)

You magically teleport in a cloud of freezing mist and snow, along with any equipment you are wearing or carrying, up to 40 feet to an unoccupied space you can see. All creatures within 10 feet of your point of teleport departure and arrival must succeed at a DC 15 Dexterity saving throw or take 6 (2d6) cold damage on a failed save, or half damage on a successful one.

Before or after teleporting, you can make one melee attack.

Bestow Spell (Recharges After a Short or Long Rest)

If you are a spellcaster (including an innate spellcaster), you can bestow one use of one of your 1st level or higher spells or spell-like abilities to a willing creature you touch over the course of a short rest. This uses up whatever spell slots or daily uses it would normally take if you had cast it yourself. You cannot bestow at will spells (like cantrips) or abilities using this action.

The creature retains the ability to cast the spell for a number of hours equal to your Intelligence, Wisdom, or Charisma modifier (minimum of 1), or until it dies or finishes a long rest. At that point, you regain access to the spell, but may not cast it again until you normally could (via a short or long rest, recharge, new day arriving, etc.).

Fire Teleport (Recharge 5-6)

You magically teleport in a fiery fash of fame and smoke, along with any equipment you are wearing or carrying, up to 40 feet to an unoccupied space you can see. All creatures within 10 feet of your point of teleport departure and arrival must succeed at a DC 15 Dexterity saving throw or take 6 (2d6) fire damage on a failed save, or half damage on a successful one.

Before or after teleporting, you can make one melee attack.

Flying Weapon

You release your melee weapon to hover magically in an unoccupied space within 5 feet of you. If you can see the weapon, you can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to your hand(s). If the hovering sword is targeted by any effect, you are considered to be holding it. The hovering sword falls if you die. Example: Solar.

Haste (Recharge 5-6)

Until the end of your next turn, you magically gain a +2 bonus to your AC, have advantage on Dexterity saving throws, and you gain an additional action this turn. That action can only be used to take the Attack action (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. You do not suffer the lethargy effect of a normal haste spell. Example: Clay Golem.

Legendary Teleport (Costs 2 Actions)

You magically teleport, along with any equipment you are wearing or carrying, up to 120 feet to an unoccupied space you can see. Example: Androsphinx.

Lightning Teleport (Recharge 5-6)

You magically teleport in a fash of lightning, along with any equipment you are wearing or carrying, up to 40 feet to an unoccupied space you can see. All creatures within 10 feet of your point of teleport departure and arrival must succeed at a DC 15 Dexterity saving throw or take 6 (2d6) lightning damage on a failed save, or half damage on a successful one. Before or after teleporting, you can make one melee attack.

Magic Siphon (Recharge 4-6)

You perform a melee touch attack on a spellcasting creature. If you hit, the target creature must make a DC 15 Intelligence, Wisdom, or Charisma saving throw (this is determined by their spellcasting ability score, or their highest score if they have more than one spellcasting class). If the saving throw fails, you siphon a random 1st to 4th level spell slot from the target creature and transfer it to you. Roll a d4 to determine the spell level. If the creature does not have any spells of that level, you siphon one of its next highest level spell slots.

You must use the spell within 24 hours or lose it.

This does not count against your regular spell slots, and you can steal a total number of slots equal to your Intelligence, Wisdom, or Charisma modifier. The type of magic (arcane, eldritch, divine) you steal does not matter as it is converted into the type you normally cast.

This trait works even if you are not normally a spellcaster yourself, in which case, you steal the actual spell and its slot, and cast it as if you were of the caster’s class and level. Note: The target creature must have available spell slots or this action fails. However, it still does your normal unarmed strike or natural weapon damage.

Necrotic Teleport (Recharge 5-6)

You magically teleport in a wailing of lost souls and writhing ghoul-gray mist, along with any equipment you are wearing or carrying, up to 40 feet to an unoccupied space you can see. All creatures within 10 feet of your point of teleport departure and arrival must succeed at a DC 15 Constitution saving throw or take 6 (2d6) necrotic damage on a failed save, or half damage on a successful one. Before or after teleporting, you can make one melee attack.

Poison Teleport (Recharge 5-6)

You magically teleport in a cloud of toxic gas, along with any equipment you are wearing or carrying, up to 40 feet to an unoccupied space you can see. All creatures within 10 feet of your point of teleport departure and arrival must succeed at a DC 15 Constitution saving throw or take 6 (2d6) poison damage on a failed save, or half damage on a successful one. Before or after teleporting, you can make one melee attack.

Poisoned Teleport (Recharge 5-6)

You magically teleport in a cloud of noxious gas, along with any equipment you are wearing or carrying, up to 40 feet to an unoccupied space you can see. All creatures within 10 feet of your point of teleport departure and arrival must succeed at a DC 15 Constitution saving throw or be poisoned until the end of your next turn. Before or after teleporting, you can make one melee attack.

Psychic Teleport (Recharge 5-6)

You magically teleport in a violent tearing of the fabric of reality, along with any equipment you are wearing or carrying, up to 40 feet to an unoccupied space you can see. All creatures within 10 feet of your point of teleport departure and arrival must succeed at a DC 15 Charisma saving throw or take 6 (2d6) psychic damage on a failed save, or half damage on a successful one. Before or after teleporting, you can make one melee attack.

Radiant Teleport (Recharge 5-6)

You magically teleport in a dazzling radiant glow along with any equipment you are wearing or carrying, up to 40 feet to an unoccupied space you can see. All creatures within 10 feet of your point of teleport departure and arrival must succeed at a DC 15 Constitution saving throw or take 6 (2d6) radiant damage on a failed save, or half damage on a successful one. Before or after teleporting, you can make one melee attack.

Teleport (Recharge 4-6)

You magically teleport, along with any equipment you are wearing or carrying, up to 40 feet to an unoccupied space you can see. Before or after teleporting, you can make one melee attack. Example: Blink Dog.

Teleport (At Will)

You magically teleport, along with any equipment you are wearing or carrying, up to 120 feet to an unoccupied space you can see. Example: Balor.

Teleport With Others (1/Day)

You magically teleport yourself and up to three willing creatures you can see within 5 feet of you, along with any equipment they are wearing or carrying, to a location you are familiar with, up to 1 mile away. Example: Unicorn.

Thunder Teleport (Recharge 5-6)

You magically teleport in a storm cloud and clap of thunder, along with any equipment you are wearing or carrying, up to 40 feet to an unoccupied space you can see. All creatures within 10 feet of your point of teleport departure and arrival must succeed at a DC 15 Constitution saving throw or take 6 (2d6) thunder damage on a failed save, or half damage on a successful one. Before or after teleporting, you can make one melee attack.

Thunderous Teleport (Recharge 4-6)

You magically teleport, along with any equipment you are wearing or carrying, up to 40 feet to an unoccupied space you can see. All creatures within 30 feet of your point of teleport departure and arrival who hear you teleport must succeed at a DC 15 Constitution saving throw or be deafened until the end of your next turn.

Before or after teleporting, you can make one melee attack.

Tree Stride

See Fey.

Radiant Teleport

Monstrosities

This section covers monstrosities. These creatures have few commonalities aside from the fact they are composite creatures made from two or more conflicting halves, such as chimeras, gorgons, harpies, minotaurs, etc. The only thing they seem to share is:

As GM, you could easily rule all (or most) monstrosities gain resistance to damage from nonmagical bludgeoning, piercing, and/or slashing damage (with the possible exception of silvered weapons), and it would be reasonable to render them all immune to the frightened condition as well. After all, they are used to causing fear, not feeling it.

With regard to cursed monstrosities, most are not immune to their own curse (such as medusas) but may be immune to the same curse from others of their kind. This could result in them working together or becoming a mated pair.

Monstrosities as Enemies

Many monstrosities hate themselves but most choose to project that hatred onto others. They may try to end their tormented existence by forcing needless battles and fight to the bitter end. Those who have come to peace with their cursed existence will be much more cunning and pragmatic… though not necessarily reasonable. Depending on its Intelligence level, a monstrosity may seek revenge but will rarely follow you outside its territory, or into the territory of another monster.

Monstrosities as Allies

Monstrosities that are at peace with their conflicted nature make the best (and certainly the most stable) allies, while those of a more beast-like nature and Intelligence can be domesticated to serve as mounts (griffons, hippogriffs, etc.). Monstrosities of a social nature, like centaurs, form groups and develop cultures and religions like any humanoid. This presents the same advantages and disadvantages as dealing with any humanoid group.

Monstrosity Quotes

1. “My constant pain is soothed by the screams of others.” 2. “I cause pain so others may know my pain.” 3. “We are one, and yet not one. We exist.” 4. “If you feed us, we will consider your request.” 5. “Some call it a curse, but I call it power!” 6. “Separately, we were nothing. But together? We are invincible!” 7. “When you accept us, perhaps then we will accept you.” 8. “The curse—the true curse—is not to be as we are, but to be alone.” 9. “We do not see it as a curse, but a gift, a divine blessing.” 10. “To be fused is to be one. You should try it before you judge.”

Monstrosity Traits

Death Roll

See Water.

Humanoid Hunter

Your favorite prey are humanoids and you gain a +2 bonus on attack rolls, saving throws, and skill checks against them.

Innate Spellcasting (Monstrosity)

See Innate Spellcasters.

Monstrous Ancestry

See Humanoids.

Monstrous Cunning

You gain advantage on Wisdom and Charisma checks and saving throws.

Monstrous Legacy

See Humanoids.

Monstrous Rejuvenation

If you are destroyed on the plane of your origin, you come back to life with all your hit points in 1d10 days unless you are killed by a good-aligned creature with a bless spell cast on your remains or your remains are sprinkled with holy water.

Monstrous Resistance

See Humanoids.

Monstrous Resolve

You gain advantage on Strength and Constitution checks and saving throws.

Monstrosity Form

See Shapechangers.

Multiple Beasts

You are made up of two or more beasts melded together and may choose one action, reaction, or trait from each, as well as unlock the rest of the Beast traits tree.

Multiple Heads

See Multiple Heads.

Quadruped

You are more or less human from the waist up and a quadrupedal beast from the waist down. You gain the speed of the quadrupedal beast you are partially derived from. If it has hooves, you gain Hooves and Trampling Charge actions. If it has Claws, you gain Pounce and/or Running Leap depending on the type of beast. You can also be mounted by a creature of one size less than you or smaller if you are willing.

Speak With Monstrosities

You can communicate with monstrosities as if they shared a language.

Monstrosity Actions

Create Monstrosity

If you hit a humanoid with your Bite or Claw attack, it must make a DC 13 Constitution saving throw or become infected with your monstrous curse. If it fails, in 1d6+1 rounds it polymorphs into a monstrosity of your type under your control. You can only curse and control as many monstrosities as your Charisma modifier (minimum of 1) at any one time. A polymorphed creature can be restored to its original form by remove curse or greater restoration.

Summon Monstrosities (1/Day)

See Humanoids.

Movement/Speed

This section covers creature movement and speed (mostly on land and by foot, but also in land or water vehicles), including difficult terrain and slow effects.

See Magic for teleport, or Air for fly, levitate, or wings.

Movement/Speed Traits

Aberrant Ground

See Aberrations.

Aggressive

See Humanoids.

Auras

See Auras/Confer Ability for the following suggestions:

  • Cold Doom
  • Enfeeblement
  • Freedom
  • Wind

Blasphemer/Heretic

See Combat Tactics and Training.

Burrow

See Earth/Stone.

Cobbler

See Professions. See also Cobbler (Expert).

Death Blast (Cold)

See Cold.

Death Burst (Cold)

See Cold.

Death Clock (Cold)

See Cold.

Driver

See Professions. See also Driver (Expert).

Easily Winded

See Disadvantages.

Engulf

See Oozes or Plants.

Flying Leap

See Combat Tactics and Training.

Freedom of Movement

You ignore difficult terrain, and magical effects can’t reduce your speed or cause you to be restrained. You can spend 5 feet of movement to escape from nonmagical restraints or being grappled. Example: Kraken.

Freeze

See Disadvantages.

Fresh Prey

See Undead.

Grappling Expert

See Combat Tactics and Training.

Headless Soldier

See Constructs.

Innate Spellcasting (Construct/Mad Scientist)

See Innate Spellcasters.

Incorporeal Movement

See Undead.

Limp

See Disadvantages.

Longstride

See Humanoids. See also Longstride (Expert).

Paraplegic

See Disadvantages. Includes crutches and wheelchair.

Pilot

See Professions. See also Pilot (Expert).

Quadruped

See Humanoids or Monstrosities.

Rampage

See Beasts or Combat Tactics and Training.

Running Leap

With a 10-foot running start, you can long jump up to 25 feet. Example: Lion.

Slow (Recharge 5-6)

See Constructs.

Slowing Breath (Recharge 5-6)

See Breath Weapons/Spittle.

Spider Climb

You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Example: Drider.

Sprint

If you can move 15 feet in a straight line, you gain a +10 bonus to your speed on your turn, and you can make one melee attack.

Standing Leap (Tiny)

Your long jump is up to 10 feet and your high jump is up to 5 feet, with or without a running start. Example: Frog.

Standing Leap (Small)

Your long jump is up to 15 feet and your high jump is up to 10 feet, with or without a running start.

Standing Leap (Medium)

Your long jump is up to 20 feet and your high jump is up to 12 feet, with or without a running start. Example: Giant Frog.

Standing Leap (Large)

Your long jump is up to 30 feet and your high jump is up to 15 feet, with or without a running start. Example: Giant Toad.

Standing Leap (Huge)

Your long jump is up to 40 feet and your high jump is up to 20 feet, with or without a running start.

Standing Leap (Gargantuan)

Your long jump is up to 50 feet and your high jump is up to 30 feet, with or without a running start.

Stealthy Burrower

See Earth/Stone.

Trackless

You may pass without trace at will (self only).

Treads

See Constructs.

Tunneler

See Earth/Stone.

Villainous Knave

See Combat Tactics and Training.

Web Sense

While in contact with a web, you know the exact location of any other creature in contact with the same web. Example: Giant Spider.

Web Walker

You ignore movement restrictions caused by webbing. Example: Giant Spider.

Wheels

See Constructs.

Movement/Speed Actions

Deadly Leap (Large)

If you jump at least 15 feet as part of your movement, you can then use this action to land on your feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target’s choice) or be knocked prone and take 9 (3d6) bludgeoning damage + your Strength modifier, plus 9 (3d6) slashing damage + your Strength modifier. On a successful save, the creature takes only half the damage, isn’t knocked prone, and is pushed 5 feet out of your space into an unoccupied space of your choice. If no unoccupied space is within range, the creature instead falls prone in your space. Example: Bulette.

Deadly Leap (Huge)

If you jump at least 15 feet as part of your movement, you can then use this action to land on your feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 17 Strength or Dexterity saving throw (target’s choice) or be knocked prone and take 12 (4d6) bludgeoning damage + your Strength modifier, plus 12 (4d6) slashing damage + your Strength modifier. On a successful save, the creature takes only half the damage, isn’t knocked prone, and is pushed 10 feet out of your space into an unoccupied space of your choice. If no unoccupied space is within range, the creature instead falls prone in your space.

Deadly Leap (Gargantuan)

If you jump at least 15 feet as part of your movement, you can then use this action to land on your feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 18 Strength or Dexterity saving throw (target’s choice) or be knocked prone and take 15 (5d6) bludgeoning damage + your Strength modifier, plus 15 (5d6) slashing damage + your Strength modifier. On a successful save, the creature takes only half the damage, isn’t knocked prone, and is pushed 20 feet out of your space into an unoccupied space of your choice. If no unoccupied space is within range, the creature instead falls prone in your space.

Multiple Heads

This section covers creatures with two or more functional heads, such as death dogs, ettins, and hydras. It does not include aberrations like the gibbering mouther which has multiple malformed false heads.

Multiple Heads Traits

Contrary Classes

You have the actions, reactions, and traits of two Different NPC professions, such as assassin and gladiator, or mage and priest. One of your heads knows one profession, and your second head knows the other. If a head is incapacitated, you lose access to its actions, reactions, and traits.

Ettin Ancestry

See Humanoids.

Multiple Bite, Blood Drain, or Kiss

Each of your heads has a Different Bite, Blood Drain, or Kiss attack with a special enhancement, such as Blinding Bite, Draining Kiss, etc. (see Bite/Blood Drain/Kiss for options). This does not grant you extra attack actions (see Multiattack, below).

Multiple Breath Weapons/Spittle

Each of your heads has a Different Breath Weapon or Spittle attack. This does not grant you extra attack actions (see Multiattack, below).

Multiple Heads

You have five heads. While you have more than one head, you have advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever you take 25 or more damage in a single turn, one of your heads dies.

If all your heads die, you die.

At the end of your turn, you grow two heads for each of your heads that died since your last turn, unless you have taken fire damage since your last turn.

You regain 10 hit points for each head regrown in this way. Example: Hydra.

Reactive Heads

For each head you have beyond one, you get an extra reaction that can be used only for opportunity Bite attacks. Example: Hydra.

Twice As Agile

You have advantage on Dexterity checks and saving throws.

Twice As Charismatic

You have advantage on Charisma checks and saving throws.

Twice As Reactive

You may take an extra reaction each round.

Twice As Smart

You have advantage on Intelligence checks and saving throws.

Twice As Strong

You have advantage on Strength checks and saving throws.

Twice As Tough

You have advantage on Constitution checks and saving throws, including Concentration checks.

Twice As Wise

You have advantage on Wisdom checks and saving throws.

Two-Headed Caster

You may cast and concentrate on two Different spells per round. If you take levels in wizard, you can choose two Different arcane traditions for your subclass; you gain the 3rd level ability of both, but then must pick one to gain future subclass abilities in.

Two-Heads

You have advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Example: Ettin.

Wakeful

You gain the Trance trait of an elf. When one of your heads is asleep, your other head is awake. If you have more than two heads, at least one of your heads is always awake (choose, or roll 1d3 to determine how many). Example: Ettin.

Multiple Heads Actions

Contrary Caster (1/Encounter)

You may cast bless once per encounter with one of your heads on yourself and/or your allies.

When you do, your other head casts bane as a reaction on your enemies. Neither spell requires Concentration to maintain.

Multiattack (Per Arm and Head)

You make one attack with each of your arms or weapons, with each controlled by a Different head. Example: Ettin.

Multiattack (Multiple Heads)

You make as many Bite attacks as you have heads. Example: Hydra.

Two-Headed Oracle (Recharges After a Short or Long Rest)

You may cast augury once per short or long rest. This does not require material components.

Your other head goes into a trance to answer the question.

Necrotic/Blight

This section covers necromancy and necrotic damage, blight, curses, and related effects. When thinking about necrotic, think about what else it can do, like aging its victims, inflicting a magical or nonmagical disease, or by spreading blight that destroys crops, etc.

One of our favorite house rules is to make it so necrotic damage can only be healed by magic. That means you don’t regain hit points lost to necrotic damage via short or long rests, or from class abilities like Second Wind, but you still gain temporary hit points as normal. Mechanics-wise, this forces players to burn their resources, while favor-wise, it reinforces just how dangerous and antithetical to life necrotic energy is.

We cover this and other fun ideas (like blighted or cursed terrain, and necrotic diseases like the zombie virus) in Extreme Encounters: Weather and Terrain: Necrotic.

Blight Traits

Blight Form

A living creature that touches you or hits you with a melee attack while within 5 feet of you takes 4 (1d8) necrotic damage. Plant creatures and magical plants suffer maximum damage; nonmagical plants that aren’t creatures automatically wither and die. Any nonmagical weapon made of wood that hits you becomes blighted and brittle. After dealing damage, the weapon takes a permanent and cumulative ?1 penalty to damage rolls. If its penalty drops to ?5, the weapon shatters and is destroyed. Nonmagical ammunition made of wood that hits you is destroyed after dealing damage.

Spread Blight

Whenever you use an action, reaction, spell, or trait that has the word “blight” in it, the terrain around you becomes permanently blighted difficult terrain in a 10 foot radius. Nonmagical plants that aren’t creatures in the area and were present when you used this trait automatically wither and die. The blight can be negated by a druid casting druidcraft, a creature of good alignment casting bless on the terrain, or by anyone sprinkling it with holy water.

Blight Actions

Blight Breath (Recharge 5-6)

You exhale a 10-foot long cone that deals 3 (1d6) + your Constitution modifier (minimum of 1) necrotic damage to all living creatures in range. Creatures in the cone must make a DC 10 Constitution saving throw, taking half damage on a successful one. Plant creatures and magical plants have disadvantage on their saving throws and the breath deals maximum damage to them; nonmagical plants that aren’t creatures automatically fail their save and wither and die.

Prerequisite(s): Small creature.

Blight Breath (Recharge 5-6)

You exhale a 15-foot long cone that deals 6 (2d6) + your Constitution modifier (minimum of 1) necrotic damage to all living creatures in range. Creatures in the cone must make a DC 12 Constitution saving throw, taking half damage on a successful one. Plant creatures and magical plants have disadvantage on their saving throws and the breath deals maximum damage to them; nonmagical plants that aren’t creatures automatically fail their save and wither and die.

Prerequisite(s): Medium creature.

Blight Breath (Recharge 5-6)

You exhale a 30-foot long cone that deals 9 (3d6) + your Constitution modifier (minimum of 1) necrotic damage to all living creatures in range. Creatures in the cone must make a DC 14 Constitution saving throw, taking half damage on a successful one. Plant creatures and magical plants have disadvantage on their saving throws and the breath deals maximum damage to them; nonmagical plants that aren’t creatures automatically fail their save and wither and die.

Prerequisite(s): Large creature.

Blight Breath (Recharge 5-6)

You exhale a 60-foot long cone that deals 18 (6d6) + your Constitution modifier (minimum of 1) necrotic damage to all living creatures in range. Creatures in the cone must make a DC 16 Constitution saving throw, taking half damage on a successful one. Plant creatures and magical plants have disadvantage on their saving throws and the breath deals maximum damage to them; nonmagical plants that aren’t creatures automatically fail their save and wither and die.

Prerequisite(s): Huge creature.

Blight Breath (Recharge 5-6)

You exhale a 90-foot long cone that deals 30 (10d6) + your Constitution modifier (minimum of 1) necrotic damage to all living creatures in range. Creatures in the cone must make a DC 18 Constitution saving throw, taking half damage on a successful one. Plant creatures and magical plants have disadvantage on their saving throws and the breath deals maximum damage to them; nonmagical plants that aren’t creatures automatically fail their save and wither and die.

Prerequisite(s): Gargantuan creature.

Blight Spores (Recharge 6) A 15-foot-radius cloud of toxic spores extends out from you. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) necrotic damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Plant creatures and magical plants have disadvantage on their saving throws and the spores deal maximum damage to them; nonmagical plants that aren’t creatures automatically fail their save and wither and die.

Rotting Touch

Melee Weapon Attack: reach 5 ft., one creature. Hit: 4 (1d8) necrotic damage. A creature that dies from this decomposes within 1 hour and raise dead will not work on them past that. Example: Violet Fungus.

Necrotic Traits

Absorption (Necrotic)

See Advantages.

Affinity for Necrotic

See Advantages.

Auras

See Auras/Confer Ability for the following suggestions:

  • Necromancy
  • Necrotic Doom

Aversion to Necrotic

See Advantages.

Banished by Necrotic

See Disadvantages.

Confer Necrotic Resistance

See Auras/Confer Ability.

Death Blast (Necrotic)

When you die, you age, swell, and burst in a shower of blood and gore that destroys your body and nonmagical possessions. Each creature within a 10 foot radius of you must make a DC 12 Constitution saving throw, taking 6 (2d6) necrotic damage on a failed save and is poisoned until the end of its next turn. On a successful save, it takes half damage and is not poisoned.

Death Burst (Necrotic)

When you die, you age, swell, and burst in a shower of blood and gore that destroys your body and nonmagical possessions. Each creature within a 10 foot radius of you must make a DC 11 Constitution saving throw, taking 4 (1d8) necrotic damage on a failed save and is poisoned until the end of its next turn. On a successful save, it takes half damage and is not poisoned.

Death Clock (Necrotic)

When you are reduced to half your hit points or less, a countdown timer inside you triggers. In 3 rounds, or whenever you reach 0 hit points before that, you age, swell, and burst in a shower of blood and gore that destroys your body and nonmagical possessions. Each creature within a 10 foot radius of you must make a DC 13 Constitution saving throw, taking 9 (3d6) necrotic damage on a failed save and is poisoned until the end of its next turn. On a successful save, it takes half damage and is not poisoned.

Death Throes (Necrotic)

When you die, you explode, and each creature within 30 feet of you must make a DC 20 Dexterity saving throw, taking 60 (20d6) necrotic damage on a failed save, or half as much damage on a successful one. The explosion destroys your armor, weapons, and equipment, including magic items.

Enduring Necrotic

All of your attacks that deal necrotic damage deal extra necrotic damage over a number of rounds equal to half your CR or Proficiency Bonus (rounded down, minimum of 1). On the first round, you deal your normal necrotic damage. On the second round, you deal an extra 3 (1d6) necrotic damage. On the third round, you deal an extra 1 (1d3) necrotic damage. On the fourth and each additional round, you deal 1 extra point of necrotic damage.

Horrifying Visage

See Gaze Weapons/Sight-Based Attacks.

Immunity Necrotic

See Advantages.

Inclination to Necrotic

See Advantages.

Interest In Necrotic

See Advantages.

Necrotic Armor

You are covered in the flayed skin and bones of your victims. You gain a natural AC bonus of +1 per victim you landed the killing blow on, up to a total of AC 22.

This armor bonus does not stack with other armor types except shields (or helmets if you use rules for them). Adding a new victim to your armor requires a short rest.

Necrotic Blood

Whenever you suffer damage, your blood deals 3 (1d6) necrotic damage to adjacent creatures within 5 feet of you.

Necrotic Body (Small-Medium)

A creature that touches you or hits you with a melee attack while within 5 feet of you suffers 5 (1d10) necrotic damage.

Necrotic Body (Large)

A creature that touches you or hits you with a melee attack while within 5 feet of you suffers 6 (2d6) necrotic damage.

Necrotic Body (Huge)

A creature that touches you or hits you with a melee attack while within 5 feet of you suffers 9 (3d6) necrotic damage.

Necrotic Body (Gargantuan)

A creature that touches you or hits you with a melee attack while within 5 feet of you suffers 12 (4d6) necrotic damage.

Necrotic Healing

You are damaged by healing magic but healed by necrotic damage such as inflict wounds. You cannot gain hit points beyond your normal maximum through necrotic damage, but may gain temporary hit points by other means the GM allows.

Necrotic Hide

See Armor/Hide.

Necrotic Mage

See Combat Tactics and Training.

Necrotic Touch

You exude necrotic energy from your hands and/or fingertips. Your unarmed attacks deal an extra 2 points of necrotic damage. Once per short or long rest, you can use your energy to heal an undead creature you touch by a number of hit points equal to 2 + your proficiency bonus + your Constitution or Charisma modifier (minimum of 1).

Necrotic Weapons

Any melee or ranged weapon you wield deals an extra 3 (1d6) necrotic damage on a hit.

Powerful Necrotic

Your attacks that deal necrotic damage are so powerful that they overcome any necrotic resistance your target has (but not immunity).

Resistance to Necromancy

See Advantages.

Resistance to Necrotic

See Advantages.

Susceptibility to Desecrated Ground

See Disadvantages.

Susceptibility to Necrotic

See Disadvantages.

Vulnerability to Necrotic

See Disadvantages.

Necrotic Actions

Cursed Slam (Tiny)

Melee Weapon Attack: reach 5 ft., one target. Hit: 2 (1d4) + your Strength modifier bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by remove curse, greater restoration, wish, or divine intervention.

Cursed Slam (Small)

Melee Weapon Attack: reach 5 ft., one target. Hit: 3 (1d6) + your Strength modifier bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by remove curse, greater restoration, wish, or divine intervention.

Cursed Slam (Medium)

Melee Weapon Attack: reach 5 ft., one target. Hit: 5 (1d10) + your Strength modifier bludgeoning damage.

If the target is a creature, it must succeed on a DC 14 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by greater restoration, wish, or divine intervention.

Cursed Slam (Large)

Melee Weapon Attack: reach 10 ft., one target. Hit: 10 (2d10) + your Strength modifier bludgeoning damage.

If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by greater restoration, wish, or divine intervention. Example: Clay Golem.

Cursed Slam (Huge)

Melee Weapon Attack: reach 10 ft., one target. Hit: 15 (3d10) + your Strength modifier bludgeoning damage.

If the target is a creature, it must succeed on a DC 16 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by greater restoration, wish, or divine intervention.

Cursed Slam (Gargantuan)

Melee Weapon Attack: reach 10 ft., one target. Hit: 20 (4d10) + your Strength modifier bludgeoning damage.

If the target is a creature, it must succeed on a DC 17 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by greater restoration, wish, or divine intervention.

Hurl Necrotic Energy

Ranged Spell Attack: range 150 ft., one creature. Hit: 9 (3d6) necrotic damage and the target is frightened until the end of its next turn if it fails a DC 13 Wisdom saving throw. The energy could look like skulls, spirits, or crackling black or gray bolts, beams, rays, etc.

Intoxicating Touch

Melee Weapon Attack: reach 5 ft., one creature. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks. Example: Lamia.

Legendary Channel Negative Energy (Costs 2 Actions)

You magically unleash negative energy. Creatures within 60 feet of you, including ones behind barriers and around corners, can’t regain hit points until the end of your next turn. Example: Mummy Lord.

Legendary Disrupt Life (Costs 2 Actions)

Each non-undead creature within 20 feet of you must make a DC 18 Constitution saving throw against this magic, taking 18 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. Example: Lich.

Life Drain

Melee Spell Attack: reach 5 ft., one creature. Hit: 9 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest.

The target dies if this effect reduces its hit point maximum to 0. Example: Specter.

Life Drain (Expert)

Melee Spell Attack: reach 5 ft., one creature. Hit: 12 (4d6) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

A humanoid slain by this attack rises 1d4 rounds later as a zombie under your control, unless the humanoid is restored to life or its body is destroyed.

You can have no more than twelve zombies under your control at one time. Example: Wight.

Life Drain (Mastery)

Melee Weapon Attack: reach 5 ft., one creature. Hit: 16 (4d8) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

A humanoid slain by this attack rises 1d4 rounds later as a specter under your control, unless the humanoid is restored to life or its body is destroyed.

The target’s spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. You can have no more than seven specters under your control at one time. Example: Wraith.

Necrotic Breath (Recharge 5-6)

You exhale necrotic gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 18 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Prerequisite(s): Small-Medium creature.

Necrotic Breath (Recharge 5-6)

You exhale necrotic gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 36 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.

Prerequisite(s): Large creature.

Necrotic Breath (Recharge 5-6)

You exhale necrotic gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 48 (16d6) necrotic damage on a failed save, or half as much damage on a successful one.

Prerequisite(s): Huge creature.

Necrotic Breath (Recharge 5-6)

You exhale necrotic gas in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 60 (15d8) necrotic damage on a failed save, or half as much damage on a successful one.

Prerequisite(s): Gargantuan creature.

Necrotic Spray (Recharge 5-6)

You unleash necrotic energy in a line that is 30 feet long and 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 9 (3d6) necrotic damage on a failed save, or half as much damage on a successful one.

Necrotic Teleport (Recharge 5-6)

See Magic/Antimagic.

Necrotic Weapon (Any) or Hand

Melee Weapon Attack: reach 5 ft., one target. Hit: You deal your normal weapon (or unarmed strike) damage plus an extra 5 (1d10) necrotic damage and the target is frightened until the start of its next turn if it fails a DC 13 Wisdom saving throw.

Rotting Fist or Rotting Fist (Mastery)

See Disease. This action inflicts mummy rot disease as if from a mummy or mummy lord, respectively.

Rotting Touch

See Blight at the beginning of the Necrotic/Blight section. This action inflicts violet fungus rot.

Slaying Longbow (Necrotic)

Ranged Weapon Attack: range 150/600 ft., one target. Hit: 8 (2d8) piercing damage plus 24 (6d8) necrotic damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.

Strength Drain

Melee Weapon Attack: reach 5 ft., one creature. Hit: 6 (2d6) necrotic damage, and the target’s Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

If a non-evil humanoid dies from this attack, a shadow rises from the corpse 1d4 hours later.

Example: Shadow.

Wall of Necrotic Fear (Recharge 6)

You magically form a wall of necrotic fear within 60 feet of you. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 20 (5d8) necrotic damage and is frightened for 1 minute, or half as much damage on a successful save and is not frightened. Each turn, a frightened creature can make a new saving throw to negate the condition.

One side of the wall, selected by you when you cast this spell, deals 20 (5d8) necrotic damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. The wall lasts for 1 minute or until you are incapacitated or die.

Oozes

Oozes consist of unrelated groups of gelatin, jellies, puddings, and slimes. They are one-celled, amoeba-like organisms similar to the monster from The Blob. They share no one set shape (other than gelatinous cubes).

Oozes move by extending pseudopods that drag the bulk of their body forward. They share the following immunities, resistances, and senses:

  • Damage Resistances: acid, cold, fire
  • Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, prone
  • Damage Immunities: lightning
  • Senses: Blindsight 60 feet (blind beyond this radius)

As GM, you could easily rule all (or most) oozes gain immunity to acid. Most oozes should be immune to disease, but that won’t stop them from spreading it by picking up diseased matter and moving it around as they travel, at least until that matter is dissolved or peeled away by their acid. Check out our Extreme Encounters: Weather and Terrain: Acid book for other fun things you can do with oozes and acid damage.

Oozes as Enemies

Oozes are only interested in you so far as they are hungry and they can reach you. They are slow but relentless, and their ability to Camouflage themselves or squeeze through the smallest of cracks makes them dangerous.

Oozes as Allies

If you can communicate with an ooze and provide it with food, an ooze might learn to recognize you as a food provider and not as the food itself. However, if things get desperate, an ooze will revert to seeing you as food again.

A few oozes gain some semblance of sentience and even psionic or psychic ability (see below); these oozes can be allied with far more effectively by telepathy. It’s also possible a race of fully sentient oozes exist…

Ooze Traits

Amorphous

You can move through a space as narrow as 1 inch wide without squeezing. Example: Gray Ooze.

Auras

See Auras/Confer Ability for the following suggestions:

  • Acid
  • Acid Doom

Confer Resistance

See Auras/Confer Ability for the following suggestions:

  • Acid
  • Cold
  • Fire
  • Lightning

Corrosive Form

A creature that touches you or hits you with a melee attack while within 5 feet of you takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits you corrodes. After dealing damage, the weapon takes a permanent and cumulative ?1 penalty to damage rolls. If its penalty drops to ?5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits you is destroyed after dealing damage. You can eat through 2-inch-thick, nonmagical wood or metal in 1 round. Example: Black Pudding.

Damage Transfer

While you are grappling a creature or it is affected by your Engulf, you take only half the damage dealt to you, and the creature engulfed or grappled by you takes the other half.

Prerequisite(s): Engulf.

Innate Spellcasting (Acid)

See Innate Spellcasters.

Jelly or Pudding Form

You gain immunity to slashing damage.

Ooze Ancestry

See Humanoids.

Ooze Blood

Once per long rest, when you are at less than full hit points, you can squeeze your wound. This deals 5 (1d10) bludgeoning damage to you, but also creates a gray ooze that slimes out of you and appears in an adjacent unoccupied square. You have Limited Telepathy with it and can command it to attack, defend, follow, scout, spy, etc. for up to 1 hour before it dissolves and dies.

Ooze Cube (Large)

You take up your entire space. Other creatures can enter the space, but a creature that does so is subjected to your Engulf and has disadvantage on the saving throw. Creatures inside you can be seen but have total cover. A creature within 5 feet of you can take an action to pull a creature or object out of you. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 9 (3d6) acid damage.

You can hold only one Large creature or up to four Medium or smaller creatures inside yourself at a time. Example: Gelatinous Cube.

Ooze Cube (Huge)

You take up your entire space. Other creatures can enter the space, but a creature that does so is subjected to your Engulf and has disadvantage on the saving throw. Creatures inside you can be seen but have total cover. A creature within 5 feet of you can take an action to pull a creature or object out of you. Doing so requires a successful DC 15 Strength check, and the creature making the attempt takes 18 (6d6) acid damage.

You can hold only one Huge creature, two large creatures, or up to eight Medium or smaller creatures inside yourself at a time.

Ooze Cube (Gargantuan)

You take up your entire space. Other creatures can enter the space, but a creature that does so is subjected to your Engulf and has disadvantage on the saving throw. Creatures inside you can be seen but have total cover. A creature within 5 feet of you can take an action to pull a creature or object out of you. Doing so requires a successful DC 18 Strength check, and the creature making the attempt takes 27 (9d6) acid damage.

You can hold one Gargantuan creature, two Huge creatures, four Large creatures, or up to a dozen Medium or smaller creatures inside yourself at a time.

Ooze Form

You can use your action to polymorph into any ooze that has a challenge rating equal to or less than your own, or back into your true form, as per the druid’s Wildshape.

Ooze Legacy

See Humanoids.

Ooze Resistance

See Humanoids.

Ooze Resolve

You gain advantage on Strength and Constitution checks and saving throws against non-oozes.

Psychic Ooze

You gain a +4 bonus to your Intelligence score and resistance to psychic damage. In addition, you gain Limited Telepathy to communicate simple thoughts and emotions to other creatures. You unlock access to the rest of the Psionic/Psychic/Telepathy traits and actions.

Rubbery Texture

You gain immunity to bludgeoning damage and resistance to slashing damage. Whenever a bludgeoning attack hits you, roll a d6. If you roll a 4-6, the attack bounces of you and is redirected at the source of the attack exactly as if the attacking creature had attacked itself.

Semi-Liquid Form

You gain immunity to piercing damage. Whenever a piercing attack wielded by a creature hits you (like a spear), roll a d6. If you roll a 4-6, you can slime your way up the shaft and make one free Pseudopod attack against the creature wielding the weapon unless it drops it as a reaction.

Prerequisite(s): Sizzling Pseudopod or Sticky Pseudopod.

Speak With Oozes

You can communicate with oozes as if they shared a language. You gain advantage on all Charisma checks against oozes and ooze-like creatures.

Transparent

Even when you are in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot you when you are neither moving nor attacking. A creature that tries to enter your space while unaware of you is surprised by you. Example: Gelatinous Cube.

Ooze Actions

Constrict

See Constrict/Smother.

Engulf

You move up to your speed. While doing so, you can enter Large or smaller creatures’ spaces. Whenever you enter a creature’s space, the creature must make a DC 12 Dexterity saving throw.

On a successful save, the creature can choose to be pushed 5 feet back or to the side of you. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, you enter the creature’s space, and the creature takes 9 (3d6) acid damage and is engulfed.

The engulfed creature can’t breathe, is restrained, and takes 18 (6d6) acid damage at the start of each of your turns. When you move, the engulfed creature moves with you.

An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of you. Example: Gelatinous Cube.

Rubbery Pseudopod (Medium)

Melee Weapon Attack: reach 5 ft., one target. Hit: 4 (1d8) + your Strength modifier bludgeoning damage and the target must succeed on a DC 13 Dexterity saving throw or be pushed back 5 feet.

Prerequisite(s): Rubbery Texture.

Rubbery Pseudopod (Large)

Melee Weapon Attack: reach 10 ft., one target. Hit: 6 (2d6) + your Strength modifier bludgeoning damage and the target must succeed on a DC 14 Dexterity saving throw or be pushed back 10 feet and knocked prone.

Prerequisite(s): Rubbery Texture.

Rubbery Pseudopod (Huge)

Melee Weapon Attack: reach 15 ft., one target. Hit: 9 (3d6) + your Strength modifier bludgeoning damage and the target must succeed on a DC 15 Dexterity saving throw or be pushed back 15 feet and knocked prone.

Prerequisite(s): Rubbery Texture.

Rubbery Pseudopod (Gargantuan)

Melee Weapon Attack: reach 20 ft., one target. Hit: 12 (4d6) + your Strength modifier bludgeoning damage and the target must succeed on a DC 16 Dexterity saving throw or be pushed back 20 feet and knocked prone.

Prerequisite(s): Rubbery Texture.

Sizzling Pseudopod (Medium)

Melee Weapon Attack: reach 5 ft., one target. Hit: 3 (1d6) + your Strength modifier bludgeoning damage plus 16 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative ?1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Sizzling Pseudopod (Large)

Melee Weapon Attack: reach 10 ft., one target. Hit: 6 (2d6) + your Strength modifier bludgeoning damage plus 16 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative ?1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Sizzling Pseudopod (Huge)

Melee Weapon Attack: reach 15 ft., one target. Hit: 9 (3d6) + your Strength modifier bludgeoning damage plus 16 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative ?1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Sizzling Pseudopod (Gargantuan)

Melee Weapon Attack: reach 20 ft., one target. Hit: 12 (4d6) + your Strength modifier bludgeoning damage plus 16 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative ?1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Sticky Pseudopod (Medium)

Melee Weapon Attack: reach 5 ft., one target. Hit: 4 (1d8) + your Strength modifier bludgeoning damage and the target is subjected to your Adhesive trait.

Prerequisite(s): Adhesive (see Acid/Adhesiv