Forgotten Realms Conversion Guide

by Drewfro66

Search GM Binder Visit User Profile

Forgotten Realms Conversion Guide

This guide is intended to be a conversion of various monsters and NPCs in order to facilitate proper campaigns set in the Forgotten Realms. There's so many monsters - Phaerimms and Sharns, Fang Dragons and Wemics - that haven't yet been updated to fifth edition and really ought to be.

This isn't a proper sourcebook, homebrew or not. None of the monsters in this guide are of my own creation and reprinting the lore that others have written is impolite at best. Ideally this guide should be used in conjunction with the books that these creatures were originally printed in. In place of lore are my thoughts and justification of the conversion process.

I'm not converting everything word-for-word. There are many design conventions in 5e which do not match those of previous editions, especially concerning damage or condition immunities and resistances, nonabilities, and innate spellcasting. When converting these monsters I'll be removing those abilities where appropriate to make them feel more like 5e monsters and less like obvious conversions of ADnD/3.5e monsters.

Aballin

The Aballin is a type of ooze that looks like a puddle of water. Their fundamental trait is the ability to drown targets trapped within them. It is assumed that a surprised creature engulfed by an Aballin does not have an opportunity to hold its breath.

Variant: Abishai Summoning

Like other devils, some abishai can have an action option that allows them to summon other devils.

  • All abishai have a 50 percent chance of summoning 2d6 lemures or a 20 percent chance of summoning an abishai of the same colour.

Originally, abishai had the ability to summon another abishai of a random colour instead of the same as themselves. This seemed a little too swingy for 5e to me, so I'm just supplying both, with the original as a variant to the variant:

  • All abishai have a 50 percent chance of summoning 2d6 lemures or a 20 percent chance of summoning another abishai of a random colour. Roll a d10 to determine which kind:

1-2: White

3-4: Black

5-6: Green

7-8: Blue

9-10: Red


Aballin

Large ooze, unaligned


  • Armor Class 11
  • Hit Points 30 (4d10 + 8)
  • Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 13 (+1) 14 (+2) 1 (−5) 9 (−1) 6 (−2)

  • Damage Resistances bludgeoning from nonmagical weapons
  • Damage Immunities cold, fire, lightning, piercing, slashing
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses blindsight 60 ft., passive Perception 9
  • Languages
  • Challenge 2 (450 XP)

Passive State. While the Aballin remains passive, it is indistinguishable from a puddle of water and cannot be harmed by attacks which would not affect a normal pool of water. The Aballin leaves this state when it moves or makes an attack, and can enter it by remaining motionless for one hour.

Drown. A creature hit by an Aballin's pseudopod attack must succeed on a DC 15 Strength saving throw or become engulfed. The engulfed creature can't breathe and is restrained. Spells such as water breathing do not allow a creature to breathe while engulfed by an Aballin. When the Aballin moves, the engulfed creature moves with it.

Actions

Pseudopod. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.

Abishai

The Abishai are devils which serve Tiamat, one for each main breed of chromatic dragon. As of 3.5e they all have a slew of spell-like abilities, of the kind that most devils in 5e no longer have; I've removed them. Oddly, their damage resistances are not dependent on their type, but their stings are. Abishai were not previously vulnerable to silvered weapons, but neither were many devils who now are in 5e, so I've extended it to Abishai as well. I've had to bring the hp and damage values up a bit to bring the monsters in-line with 5e standards for their CR.


White Abishai

Medium fiend (devil), lawful evil


  • Armor Class 14 (natural armour)
  • Hit Points 91 (14d8 + 28)
  • Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 15 (+2) 10 (+0) 12 (+1) 12 (+1)

  • Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Infernal, Common, telepathy 120 ft.
  • Challenge 5 (1,800 XP)

Devil's Sight. Magical darkness doesn't impede the abishai's darkvision.

Magic Resistance. The abishai has advantage on saving throws against spells and other magical effects.

Regeneration. The abishai regains 5 hit points at the start of its turn. If the abishai takes radiant damage, this trait doesn't function at the start of the abishai's next turn. The abishai dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. The abishai makes four attacks: one with its bite, two with its claws, and one with its sting.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) piercing damage plus 18 (4d8) cold damage.


Black Abishai

Medium fiend (devil), lawful evil


  • Armor Class 15 (natural armour)
  • Hit Points 97 (15d8 + 30)
  • Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 15 (+2) 10 (+0) 12 (+1) 13 (+1)

  • Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Infernal, Common, telepathy 120 ft.
  • Challenge 5 (1,800 XP)

Devil's Sight. Magical darkness doesn't impede the abishai's darkvision.

Magic Resistance. The abishai has advantage on saving throws against spells and other magical effects.

Regeneration. The abishai regains 5 hit points at the start of its turn. If the abishai takes radiant damage, this trait doesn't function at the start of the abishai's next turn. The abishai dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. The abishai makes four attacks: one with its bite, two with its claws, and one with its sting.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage plus 10 (3d6) acid damage. A target hit by a black abishai's sting takes an additional 3 (1d6) acid damage at the beginning of their next turn.


Green Abishai

Medium fiend (devil), lawful evil


  • Armor Class 16 (natural armour)
  • Hit Points 120 (16d8 + 48)
  • Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 16 (+3) 11 (+0) 13 (+1) 14 (+2)

  • Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Infernal, Common, telepathy 120 ft.
  • Challenge 6 (2,300 XP)

Devil's Sight. Magical darkness doesn't impede the abishai's darkvision.

Magic Resistance. The abishai has advantage on saving throws against spells and other magical effects.

Regeneration. The abishai regains 5 hit points at the start of its turn. If the abishai takes radiant damage, this trait doesn't function at the start of the abishai's next turn. The abishai dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. The abishai makes four attacks: one with its bite, two with its claws, and one with its sting.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 21 (6d6) poison damage.


Blue Abishai

Medium fiend (devil), lawful evil


  • Armor Class 17 (natural armour)
  • Hit Points 127 (17d8 + 51)
  • Speed 30 ft., fly 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 11 (+0) 13 (+1) 15 (+2)

  • Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Infernal, Common, telepathy 120 ft.
  • Challenge 7 (2,900 XP)

Devil's Sight. Magical darkness doesn't impede the abishai's darkvision.

Magic Resistance. The abishai has advantage on saving throws against spells and other magical effects.

Regeneration. The abishai regains 10 hit points at the start of its turn. If the abishai takes radiant damage, this trait doesn't function at the start of the abishai's next turn. The abishai dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. The abishai makes four attacks: one with its bite, two with its claws, and one with its sting.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 33 (6d10) lightning damage.


Red Abishai

Medium fiend (devil), lawful evil


  • Armor Class 18 (natural armour)
  • Hit Points 135 (18d8 + 54)
  • Speed 30 ft., fly 50 ft.

STR DEX CON INT WIS CHA
17 (+3) 17 (+3) 17 (+3) 12 (+1) 14 (+2) 16 (+3)

  • Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 12
  • Languages Infernal, Celestial, Common, telepathy 120 ft.
  • Challenge 8 (3,900 XP)

Devil's Sight. Magical darkness doesn't impede the abishai's darkvision.

Magic Resistance. The abishai has advantage on saving throws against spells and other magical effects.

Regeneration. The abishai regains 10 hit points at the start of its turn. If the abishai takes radiant damage, this trait doesn't function at the start of the abishai's next turn. The abishai dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. The abishai makes four attacks: one with its bite, two with its claws, and one with its sting.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 42 (12d6) fire damage.

Alaghi

Alaghi are big, mean, and hairy, but don't have any real distinguishing features. They're a bag of hit points and little else; they don't even have Darkvision. I've given them the bugbear's Brute trait just to bring their damage up to reasonable levels.

Alaghi villages tend towards evil, but hermit alaghi are usually Neutral Good.


Alaghi

Medium monstrosity, neutral evil


  • Armor Class 15 (natural armour)
  • Hit Points 66 (12d8 + 12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 13 (+1) 6 (−2) 10 (+0) 11 (+0)

  • Senses passive Perception 10
  • Languages Sylvan
  • Challenge 3 (700 XP)

Brute. A melee weapon deals one extra die of its damage when the alaghi hits with it (included in the attack).

Actions

Multiattack. The alaghi makes two melee attacks.

Handaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.


Asabi

Medium humanoid (asabi), lawful evil


  • Armor Class 12 (leather armour)
  • Hit Points 13 (3d8)
  • Speed 50 ft., burrow 20 ft.

STR DEX CON INT WIS CHA
11 (+0) 13 (+1) 10 (+0) 12 (+1) 13 (+1) 10 (+0)

  • Skills Stealth +5
  • Senses passive Perception 11
  • Languages Draconic, Common
  • Challenge 1/4 (700 XP)

Standing Leap. The asabi's long jump is up to 20 feet and its high jump is up to 15 feet, with or without a running start.

Actions

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Asabi

Asabi are fairly standard reptilian humanoids. Their only distinguishing feature is their jumping ability. The Stingtails are a larger breed, and have poison stings and are immune to enchantment. I decided that lowering their CR was a better call than raising their attributes - Asabi are meant to be squishy minions, and CR 1 is a little high for that in 5e. I would have liked to give the Stingtail higher poison damage, but on top of four attacks 2d6 is about as much as I could justify for a CR 3.


Stingtail

Large humanoid (asabi), lawful evil


  • Armor Class 14 (natural armour)
  • Hit Points 45 (7d8 + 14)
  • Speed 40 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 14 (+2) 6 (−2) 9 (−1) 8 (−1)

  • Condition Immunities charmed
  • Senses passive Perception 11
  • Languages Draconic
  • Challenge 3 (700 XP)

Standing Leap. The asabi's long jump is up to 20 feet and its high jump is up to 15 feet, with or without a running start.

Actions

Mutliattack. The stingtail makes three attacks: one with its bite, one with its claws, and one with its sting.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.

Banedead

The banedead is, appropriately, an undead creature resembling a zombie created from a follower of Bane by Banite clerics. Unlike zombies they are fast and intelligent, like a wight. Their defining trait is their claws, which damage Dexterity like a Shadow damages Strength. I've increased their Strength score (wights got a similar increase upon their conversion to 5e) and the damage of their natural weapons to improve their damage output.


Banedead

Medium undead, lawful evil


  • Armor Class 15 (natural armour)
  • Hit Points 45 (6d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 16 (+3) 10 (+0) 12 (+1) 15 (+2)

  • Damage Immunities poison
  • Condition Immunities exhaustion, poison
  • Senses darkvision 60 ft., passive Perception 11
  • Languages the languages it knew in life
  • Challenge 2 (450 XP)

Actions

Mutliattack. The banedead makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage, and the target's Dexterity score is reduced by 1. The target becomes paralyzed if this reduces its Dexterity to 0. The reduction lasts until the target finishes a short or long rest.

Baneguard

The baneguards are a type of animated skeleton originally developed by priests of Bane. Their most iconic abilities are their ability to fire magic missiles and blink as the spell. I would have tried to convert the blink spell into a proper monster Action, but that spell is like half a page long and it seems like it's easier for everyone involved to just reference the spell. Credit to /u/mclemente26 for using the Phase Spider's Ethereal Jaunt trait.


Baneguard

Medium undead, neutral evil


  • Armor Class 12 (natural armour)
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 11 (+0) 15 (+2) 9 (−1) 12 (+1) 13 (+1)

  • Damage Vulnerabilities bludgeoning
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages the languages it knew in life
  • Challenge 1/2 (100 XP)

Ethereal Jaunt. As a bonus action, the baneguard can magically shift from the Material Plane to the Ethereal Plane, or vice versa.

Actions

Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10+1) slashing damage if used with two hands to make a melee attack.

Magic Missile (Recharge 5-6). The baneguard fires three darts of magical force. Each dart hits a creature of the baneguard's choice within 120 feet. A dart deals 3 (1d4 + 1) force damage to its target.

Variant: Direguard

Some baneguards wear black, shadowy armour, and red flames burn in their eye sockets. These direguards have 13 AC with mage armour and truesight out to 60 feet.

Banelar

The banelar is an oversized (but less powerful) species of naga. They cast spells as Clerics and have very powerful poison, but their most notable feature is their tendency to horde magic items and use them in combat. I've removed the Banelar's secondary bite attack to keep its damage appropriate for its CR. I've also removed the banelar's Fast Healing, since it didn't really contribute much to the monster.


Banelar

Huge monstrosity, lawful evil


  • Armor Class 14 (natural armour)
  • Hit Points 138 (12d12 + 60)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
23 (+6) 13 (+1) 21 (+5) 17 (+3) 16 (+3) 16 (+3)

  • Damage Immunities acid, poison
  • Condition Immunities exhaustion, poison
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Common, Draconic, Orc
  • Challenge 5 (1,800 XP)

Petrification Resistance. The banelar has advantage on saving throws against being petrified.

Spellcasting. The banelar is a 6th-level spellcaster. It can cast any spell with a casting time of one action with a bonus action instead. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following cleric spells prepared:

Cantrips: guidance, light, spare the dying, thaumaturgy
1st level (4 slots): bane, cure wounds, magic missile, protection from evil and good
2nd level (3 slots): blindness/deafness, hold person, spiritual weapon
3rd level (3 slots): bestow curse, dispel magic, tongues

Actions

Sting. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 2 (1d4) piercing damage plus 22 (4d10) poison damage.

Variant: Banelar Magic Items

Banelar oftentimes use small magic items with their tentacles, including amulets, rings, wands, rods, potions, and similar small items. Appropriate items for a standard banelar might include the following:

Amulet of proof against detection and location, bead of force, elemental gem, ring of mind shielding, ring of the ram, rod of rulership, wand of magic missiles, wand of wonder

More powerful (or lucky) banelars might have access to more powerful magic items. Woe be to adventurers that find a banelar with a wand of fireballs or rod of lordly might. Such items would most likely warrant a CR increase.

Bat, Deep

There are three unique types of bats native to the Realms: bonebats, night hunters, and sinisters.

Bonebats are man-sized skeletal bats whose bites paralyze and which can see invisible creatures.

Night hunters are intelligent, evil, giant bats that give of an aura of fear.

Sinisters are large-sized intelligent bats with the magical ability to paralyze creatures and deflect missiles.


Bonebat

Medium undead, neutral evil


  • Armor Class 12 (natural armour)
  • Hit Points 44 (8d8 + 8)
  • Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 13 (+1) 6 (−2) 10 (+0) 14 (+2)

  • Damage Vulnerabilities bludgeoning
  • Damage Immunities poison
  • Condition Immunities exhaustion, poison
  • Senses truesight 120 ft., passive Perception 10
  • Languages
  • Challenge 1 (450 XP)

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 1) piercing damage. The target must succeed on a DC 11 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.


Night Hunter

Medium beast, neutral evil


  • Armor Class 13
  • Hit Points 27 (5d8 + 5)
  • Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 13 (+1) 11 (+0) 11 (+0) 10 (+0)

  • Skills Stealth +5
  • Senses darkvision 120 ft., passive Perception 10
  • Languages
  • Challenge 1/2 (450 XP)

Actions

Multiattack. The night hunter can use its Frightful Presence. It then attacks with its tail stab.

Tail Stab. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Frightful Presence. Each creature of the night hunter's choice that is within 30 feet of the night hunter and aware of it must succeed on a DC 10 Wisdom saving throw oe 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 the creature's saving throw is successful or the effect ends for it, the creature is immune to the night hunter's Frightful Presence for the next 24 hours.



Sinister

Large monstrosity, lawful neutral


  • Armor Class 16 (mage armour)
  • Hit Points 51 (6d10 + 18)
  • Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 16 (+3) 12 (+1) 14 (+2) 13 (+1)

  • Skills Perception +4, Stealth +5
  • Senses darkvision 120 ft., passive Perception 14
  • Languages telepathy 30 ft. (works only with other sinisters)
  • Challenge 2 (450 XP)

Dive Attack. If the sinister is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage.

Flyby Attack. The sinister doesn't provoke an opportunity attack when it flies out of an enemy's reach.

Magic Resistance. The sinister has advantage on saving throws against spells and other magical effects.

Missile Deflection. The sinister is protected by a field of force as if from the mage armour spell, granting it an AC of 13 + Dexterity. Additionally, this field stops missile attacks, turning away normal missiles and absorbing ranged spell attacks and magic missiles.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Hold Monster (1/Day). One creature of the sinister's choice within 90 feet must succeed on a DC 11 Wisdom 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.

Beast of Malar

The Beast of Malar is a shapechanging beast which switches between panther, bat, and "claw slayer" forms. Each form has its own special abilities, but all forms regenerate, are immune to fear, and resist nonmagical weapons. I've simplified the beast's ability scores so that they are the same in all forms, as usual for shapechangers in 5e. I've also increased the bat form's land speed from 10 feet for the sake of simplicity. Monsters of Faerun, again, doesn't mention languages, so I took a guess.



Beast of Malar

Medium monstrosity (shapechanger), chaotic evil


  • Armor Class 19 (natural armour)
  • Hit Points 152 (16d8 + 80)
  • Speed 20 ft. (60 ft. in panther form, climb 20 ft. in claw slayer form, fly 30 ft. in bat form)

STR DEX CON INT WIS CHA
23 (+6) 19 (+4) 20 (+5) 10 (+0) 15 (+2) 17 (+3)

  • Saving Throws Str +10, Dex +8, Con +9
  • Skills Athletics +10, Perception +6, Stealth +8
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities frightened
  • Senses darkvision 60 ft., passive Perception 16
  • Languages Abyssal, Common, Sylvan
  • Challenge 12 (8,400 XP)

Magic Weapons. The beast's weapon attacks are magical.

Pounce (Panther Form Only). If the beast moves at least 20 feet straight toward a creature and then hits it with a claw 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, the beast can make one bite attack against it as a bonus action.

Regeneration. The beast regains 10 hit points at the start of its turn. If the beast takes radiant damage, this trait doesn't function at the start of the beast's next turn. The beast dies only if it starts its turn with 0 hit points and doesn't regenerate.

Shapechanger. The beast can use its action to polymorph into one of three forms: a panther, a bat, or a claw slayer. Its statistics, other than where noted, are the same in each form. Any equipment it is wearing or carrying isn't transformed.

Actions

Multiattack (Panther or Claw Slayer Form Only). The beast makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) piercing damage.

Claw (Panther or Claw Slayer Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage.

Legendary Actions

The beast can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The beast regains spent legendary actions at the start of its turn.

Claw (Claw Slayer Form Only). The beast makes one attack with its claw.

Fly (Bat Form Only). The beast moves up to its speed. This movement does not provoke attacks of opportunity.

Rake (Panther Form Only, Costs 2 Actions). This action can only be used if the beast has hit the target with a claw attack since the start of its last turn. The beast makes two claw attacks, raking the opponent with its hind legs. If it hits with both attacks, the target is grappled.

Beholder Mage

A Beholder mage is a Beholder which can cast Wizard spells, but must put out its central eye to do so. In 3.5e Beholder Mage is a prestige class, but this isn't necessary in 5e. In my opinion the best way to represent the Beholder Mage is as the following monster variant:

Variant: Beholder Mage

A beholder mage is an ordinary beholder with a challenge rating of 14 (11,500 XP), an Intelligence score of 19 (+4), no Antimagic Cone, and the ability to cast spells as a wizard. The following trait is appropriate for an average beholder mage. Other beholder mages might have different spells prepared, or cast spells as a wizard of a higher or lower level.

Spellcasting. The beholder is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The beholder has the following wizard spells prepared:

Cantrips: fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armour, magic missile, shield
2nd level (3 slots): misty step, suggestion
3rd level (3 slots): counterspell, fireball, fly
4th level (3 slots): greater invisibility, ice storm
5th level (1 slots): cone of cold

Beholderkin, Gouger

The gouger is a type of beholderkin designed to stalk and kill other beholders. Unlike other beholders, it does not have eye rays, though it retains its antimagic cone. Its main attack is its tongue, which can damage the eyes of other beholders and beholderkin.

Chosen One

The chosen ones are awful humanoid creatures magically created by Thayan wizards from slaves. Their main attack form is their poisonous claws. I've reduced their CR by a couple steps so I could keep their hp roughly the same, as they're intended to be squishy, albeit hard-hitting minions, not toe-to-toe combatants.


Gouger

Large aberration, neutral evil


  • Armor Class 20 (natural armour)
  • Hit Points 178 (21d10 + 63)
  • Speed 10 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 16 (+3) 9 (−1) 9 (−1) 12 (+1)

  • Saving Throws Str +9, Con +7
  • Skills Perception +7
  • Senses darkvision 120 ft., passive Perception 17
  • Languages Deep Speech, Undercommon
  • Challenge 10 (5,900 XP)

Antimagic Cone. The gouger's central eye creatures an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the gouger decides which way the cone faces. A gouger does not close its central eye.

Actions

Eye Gouge. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 60 (10d10 + 5) piercing damage. If the target is a beholder or beholderkin whose eyes have special abilities, the beholder must succeed on a DC 17 Dexterity saving throw or lose the use of one of its eyes for 1 minute. If the beholder fails by 5 or more, the loss is permanent. There is a 50 percent chance the tongue hits the central eye. If not, randomly determine which lesser eye is struck.


Chosen One

Medium monstrosity, chaotic evil


  • Armor Class 11
  • Hit Points 18 (4d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 13 (+1) 11 (+0) 6 (−2) 12 (+1) 10 (+0)

  • Senses darkvision 60 ft., passive Perception 11
  • Languages Common, Mulhorandi
  • Challenge 1/2 (100 XP)

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage plus 7 (2d6) poison damage.

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.

Cloaker Lord

A cloaker lord is a more powerful subrace of cloaker. It is mostly identical to an ordinary cloaker, but has the ability to cast spells as a wizard and control other cloakers. I actually had to increase its CR from 7 to 10, unlike most monsters, because the ordinary cloaker's CR increased from 5 to 8. Cloakers were significantly simplified with their conversion to 5e, and I've carried those simplifications into the cloaker lord as well.

I probably would have increased the number of duplicates created with Phatasms to reflect the 3.5e caster level increase, but since the mirror image spell doesn't grant more duplicates as the spell level increases I decided against it; allowing the cloaker lord to create 4 or 5 duplicates would be a good change if you prefer.

After everything it's a little more complicated than I'd like for a 5e monster, but I guess that's just what happens when you throw more special abilities onto an already-complex monster.



Cloaker Lord

Huge aberration, chaotic neutral


  • Armor Class 14 (natural armour)
  • Hit Points 170 (20d12 + 40)
  • Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
21 (+5) 12 (+1) 15 (+2) 18 (+4) 14 (+2) 15 (+2)

  • Saving Throws Dex +5, Int +8, Wis +6
  • Skills Stealth +5
  • Senses darkvision 60 ft., passive Perception 16
  • Languages Deep Speech, Undercommon
  • Challenge 10 (5,900 XP)

Damage Transfer. While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half.

Dominate Cloakers. The cloaker lord has a natural power of domination over ordinary cloakers. The cloaker lord has advantage on Charisma checks against cloakers, and cloakers must obey the cloaker lord's spoken commands.

False Appearance. While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak sized for a large-sized creature such as an ogre.

Light Sensitivity. While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.

Magic Resistance. The cloaker has advantage on saving throws against spells and other magical effects.

Spellcasting. The cloaker is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The cloaker has the following wizard spells prepared:

Cantrips: chill touch, mage hand, minor illusion, prestidigitation
1st level (4 slots): detect magic, silent image, sleep
2nd level (3 slots): darkness, phantasmal force, ray of enfeeblement
3rd level (3 slots): gaseous form, hypnotic pattern, major image
4th level (3 slots): black tentacles, phantasmal killer, stone shape
5th level (1 slots): creation, hold monster

Actions

Multiattack. The cloaker makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (4d6 + 5) piercing damage, and if the target is Huge or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 17 Strength check.

Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Moan. Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 14 Wisdom saving throw or become frightened until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours.

Phantasms (Recharges after a Short or Long Rest). The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear.

Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker 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 the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if the duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.

Plane Shift. The cloaker magically travels to the Shadowfell. Once per day, it can bring up to seven other cloakers with it as long as they are all touching.

Darkenbeast

The darkenbeasts are bat-winged horrors created by Thayan wizards from animals. Their signiture ability is their imprinted spells, which can be cast by a darkenbeast's master. I've simplified the process of casting imprinted spells to make their use by DMs a little easier. I've also removed the ability to dispel magic to revert a darkenbeast, if only for saving space on the statblock.


Darkenbeast

Medium monstrosity, neutral evil


  • Armor Class 14 (natural)
  • Hit Points 37 (5d8 + 15)
  • Speed 5 ft., fly 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 16 (+3) 5 (−3) 11 (+0) 4 (−3)

  • Condition Immunities charmed, frightened
  • Senses darkvision 60 ft., passive Perception 10
  • Languages
  • Challenge 2 (450 XP)

Daylight Intolerance. While in sunlight, the darkenbeast has disadvantage on attack rolls, ability checks, and saving throws. For every 10 consecutive minutes the Darkenbeast is exposed to sunlight, it must succeed on a DC 10 Wisdom saving throw or revert to its original animal form. A sunbeam or sunburst spell automatically causes the darkenbeast to revert to animal form.

Magic Resistance. The darkenbeast has advantage on saving throws against spells and other magical effects.

Spell Imprinting. Every darkenbeast carries a spell which is imprinted into it when it is created. When the darkenbeast's master is within 30 feet, the master can use its action to cast the spell imprinted on the darkenbeast without expending a spell slot. A master can only cast five spells per day in this way.

Actions

Multiattack. The darkenbeast makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Create Darkenbeast

5th-level transmutation


  • Casting Time: 1 hour
  • Range: 30 feet
  • Components: V, S, M (dried wyvern's blood smeared upon the spell's target, and a black pearl worth at least 200 gp)
  • Duration: Instantaneous

You can cast this spell only in darkness: at night, indoors, or underground. You transform a beast with a challenge rating of 1/4 or lower within range into a darkenbeast. A target with an Intelligence score of 5 or higher can make a Charisma saving throw to negate the effect; targets with an Intelligence of 4 or lower are automatically affected.

You can cast another spell with a casting time of 1 action as part of casting create darkenbeast to imprint that spell onto the darkenbeast.

On each of your turns, you can use a bonus action to mentally command a created darkenbeast within 60 feet of you (if you control multiple darkenbeasts, you can command any or all of them at the same time, issuing the same command to each one).

The darkenbeast is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control over the darkenbeast for another 24 hours, you must cast this spell on the darkenbeast before the current 24-hour period ends. The darkenbeast does not have to be within range of the spell for you to reassert your control over it.

Darktree

The darktree is an evil treant-like creature. Since they're roughly the same CR in 3.5e, I decided that they would be best represented as a monster variant of the treant, rather than a seperate creature. There are a few sacrifices in faithfulness that are made with this method; darktrees are ordinarily dumber than treants and have more hit points, but I decided those changes were too minor to bother with.

Variant: Darktree Treant

A darktree is a normal treant with the following changes.

  • A darktree is neutral evil
  • A darktree's speed is 10 feet.
  • A darktree is vulnerable to cold damage but resistant to fire damage.
  • A darktree's slam attacks deal slashing damage. A creature hit by a darktree's slam attack is grappled. The escape DC is 18.
  • A darktree loses the ability to Animate Trees.
  • A darktree has the following trait:

Confusion. As a bonus action, the darktree can attempt to confuse a target with 60 feet that isn't aware of the darktree. The target must succeed on a DC 15 Wisdom saving throw or completely lose their sense of direction, often causing them to become hopelessly lost in the forest.

Deepspawn

Deepspawn are beholderlike creatures with six arms: three tentacles and three ending in mouths. Their signature ability is their spawning; a Deepspawn can give birth to any creature it has devoured that is native to the material plane. Deepspawn in 3.0 are large-sized but, for some reason, take up a space 15-by-15 feet. I've just increased their size to huge; I think it makes them cooler, anyways. Their spawning ability is not considered in calculating the CR of the deepspawn; the spawn are independent creatures that grant their own XP, and it would be impossible to balance around it anyways. Deepspawn typically fight halfway submerged in their treasure horde, granting them 1/2 cover.



Deepspawn

Huge aberration, chaotic evil


  • Armor Class 14 (natural armour)
  • Hit Points 152 (16d12 + 48)
  • Speed 20 ft., swim 20 ft.

STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 17 (+3) 17 (+3) 16 (+3) 4 (−3)

  • Saving Throws Int +6, Wis +6
  • Skills Perception +6, Stealth +4
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 16
  • Languages Deep Speech, Undercommon
  • Challenge 8 (3,900 XP)

Magic Resistance. The deepspawn has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The deepspawn makes three attacks with its tentacles.

Bite. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 11 (2d6 + 4) piercing damage. This attack is made with advantage against grappled targets.

Tentacle. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until this grapple ends, the deepspawn can't use this tentacle on another target.

Hold Monster (Recharge 5-6). One creature of the deepspawn's choice within 90 feet must succeed on a DC 14 Wisdom 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. A deepspawn can automatically grapple a paralyzed target within 15 feet if it has a free tentacle (escape DC 15).

Legendary Actions

The deepspawn can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The deepspawn regains spent legendary actions at the start of its turn.

Bite. The deepspawn makes one bite attack.

Close Wounds (Costs 2 Actions). The deepspawn regains 21 (2d10+10) hit points.

Variant: Deepspawn Weapons

Many deepspawn wield weapons in their tentacles. A deepspawn uses medium-sized weapons and cannot wield a weapon with two hands. Such deepspawn no longer grapple targets they hit with their attacks and may deal damage of a type other than bludgeoning. Their damage probably stays the same, since the best weapons to use (rapiers, longswords, battleaxes, and warhammers) deal 1d8 damage, the same as the deepspawn's tentacles.

Some deepspawn may even employ the use of magic weapons.

Deepspawn Spawning

A deepspawn can give birth to any creature native to the material plane that it has ever devoured. A spawn has the same type, traits, actions, alignment, and ability scores as the creature devoured by the deepspawn, and it even retains learned abilities (class features and proficiencies) as well as some dim memory of its former existence. A spawn grows in 1d4 days within the deepspawn's body, then emerges fully formed and loyal to the deepspawn that formed them, and cannot be made to attack their "parent" even by magical means.

Demon, Ghour

The Ghour are large, horned demons resembling minotaurs. Their signature abilities are their poisonous breath weapon and stunning roar. The breath weapon originally dealt strength damage, but it seemed simpler to just have it deal poison damage since strength poisons aren't really a thing in 5e. Ghours have spell-like abilities in 3.0, but I decided to remove them like they were removed from Mariliths, Nalfeshnee, and Hezrou.


Ghour

Huge fiend (demon), chaotic evil


  • Armor Class 18 (natural armour)
  • Hit Points 230 (20d12 + 100)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 8 (−1) 20 (+5) 15 (+2) 13 (+1) 11 (+0)

  • Skills Perception +5
  • Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 15
  • Languages Abyssal, telepathy 120 ft.
  • Challenge 11 (7,200 XP)

Magic Resistance. The ghour has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The ghour makes three attacks: one with its gore and two with its slam.

Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 39 (6d10 + 6) piercing damage.

Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Poison Breath (Recharge 6). The ghour exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 49 (14d6) poison damage on a failed save, or half as much damage on a successful one.

Stunning Roar (1/Day). The ghour bellows an ear-splitting roar. Each creature within 30 feet of the ghour must succeed on a DC 17 Constitution saving throw or become stunned. The creature can repeat this save at the end of each of its turns, ending the effect on a success. If the stunned creature fails its first saving throw by 5 or more, it is deafened for one hour.

It was hard to decide on an exact Strength score, since they had 28 Strength in 3e and were stronger than hill giants (25 Strength) and stone giants (27 Strength) but were weaker than glabrezu (31 Strength) and goristro (34 Strength). In 5e hill and stone giants are both stronger than glabrezu, and goristros only have 25 Strength; I went with 23 Strength, but I'm not happy about it.

Greater Doppelganger

The greater doppelganger is similar to an ordinary doppelganger, but also has the ability to devour a humanoid's brain and copy their form exactly, even most class features. This makes the greater doppelganger basically impossible to accurately balance; after all, if one devours a 20th-level wizard, they're a 20th-level wizard now. These are the kind of monsters that just don't make it into 5e, so there's a few sacrifices that need to be made in the way of edition etiquette. I've increased their Dexterity to mimic the Dexterity increase normal Doppelgangers get. I've removed the Magic Item Use trait, as that's pretty much up to DM discretion in 5e anyways. I've taken away the Ambusher and Surprise Attack traits that the normal Doppelganger was granted in 5e, since that isn't really how the Greater Doppelganger functions; they're more focused on deep cover and fighting in shapechanged form than surprise attacks.



Greater Doppelganger

Medium monstrosity (shapechanger), neutral evil


  • Armor Class 15
  • Hit Points 156 (24d8 + 48)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 20 (+5) 14 (+2) 17 (+3) 17 (+3) 14 (+2)

  • Skills Deception +12, Insight +13
  • Condition Immunities charmed, frightened
  • Senses darkvision 60 ft., passive Perception 13
  • Languages all
  • Challenge 13 (10,000 XP)

Shapechanger. The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Consume Identity. When the doppelganger eats the brain of a Small or Medium humanoid it absorbs the mind of that creature. Once per day, the doppelganger can use its action to polymorph into the creature's form or back into its true form. The doppelganger's statistics are replaced by the statistics of the creature, including personality and alignment. The only exception is divine spells of 2nd-level or higher. The doppelganger assumes the hit points of the new form. It reverts to its true form if it drops to 0 hit points or dies. When it reverts to its true form, the doppelganger returns to the number of hit points it had before it polymorphed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form.

The doppelganger can consume up to three identities; if it consumes another, it loses a random identity from those consumed earlier. If the doppelganger commits an act that runs counter to its current form's alignment, it immediately returns to its true form for 1d10 rounds. The doppelganger retains the basic memories of all consumed identities while in its true form, but not deeper memories. Memories from lost identities fade quickly.

Inscrutable. The doppelganger is immune to any effect that would sense its emotions, detect its alignment, or read its thoughts.

Actions

Multiattack. The doppelganger makes three melee attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage.

Rend Shapechanger. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: if the target is in a form other than its true one, it immediately reverts to its true form. If the target is a creature, it takes 55 (10d10) force damage.

Read Thoughts. The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

Brown Dragon

The brown dragon is a type of flightless, burrowing chromatic dragon. Their breath weapon is a line of acid. Brown dragons in 3.0 have a handful of magical abilities - which is typical of dragons in that edition - but I've removed them, which is typical of dragons in 5e. Brown dragons were faster than average for a dragon - 60 ft. instead of 40 feet. - but since white dragons also had higher speed in 3.0 but that was removed upon their conversion to 5e, I got rid of it for brown dragons as well. They are roughly as powerful as a blue dragon; in 3.0 they had the same Hit Dice, but brown dragons were larger, although of a lower CR. Their ability scores match those of a blue dragon of the same size category, but not the same age category; since dragons in 5e are mostly organized by size rather than age (a "young" dragon is always large, an "adult" always huge, etc.), I decided to use size rather than age to determine mental abilities (this means, of course, that brown dragons should "age" slightly faster than other dragons). In the end the brown dragon ended up being almost identical to the blue dragon, to the point where I'm not even sure I should have bothered.

I did replace the normal dragon's Wing Attack with a Burrowing Attack that comes without precedence; I just figured that the brown needed a third legendary action option and it the Burrowing Attack gives similar utility - AoE debuff, movement, and damage. But it's not just a cookie-cutter ability; the Burrowing Attack doesn't provoke attacks of opportunity, doesn't deal AoE damage, but deals a little bit more to a single-target.


Brown Dragon Wyrmling

Medium dragon, neutral evil


  • Armor Class 16 (natural armour)
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 15 (+2) 12 (+1) 11 (+0) 15 (+2)

  • Saving Throws Dex +2, Con +4, Wis +2, Cha +4
  • Skills Perception +4, Stealth +2
  • Damage Immunities acid
  • Senses blindsight 10 ft., tremorsense 120 ft., darkvision 60 ft., passive Perception 14
  • Languages Draconic
  • Challenge 3 (700 XP)

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) acid damage.

Acid Breath (Recharge 5-6). The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.


Young Brown Dragon

Large dragon, neutral evil


  • Armor Class 17 (natural armour)
  • Hit Points 152 (16d10 + 64)
  • Speed 40 ft., burrow 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 17 (+3)

  • Saving Throws Dex +4, Con +8, Wis +5, Cha +7
  • Skills Perception +9, Stealth +4
  • Damage Immunities acid
  • Senses blindsight 30 ft., tremorsense 240 ft., darkvision 120 ft., passive Perception 19
  • Languages Common, Draconic
  • Challenge 9 (5,000 XP)

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) acid damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.

Acid Breath (Recharge 5-6). The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.



Adult Brown Dragon

Huge dragon, neutral evil


  • Armor Class 18 (natural armour)
  • Hit Points 225 (18d12 + 108)
  • Speed 40 ft., burrow 40 ft.

STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 23 (+6) 16 (+3) 15 (+2) 19 (+4)

  • Saving Throws Dex +5, Con +11, Wis +7, Cha +9
  • Skills Perception +12, Stealth +5
  • Damage Immunities acid
  • Senses blindsight 60 ft., tremorsense 480 ft., darkvision 120 ft., passive Perception 22
  • Languages Common, Draconic
  • Challenge 16 (15,000 XP)

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 7 (2d6) acid damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) piercing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) piercing damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Acid Breath (Recharge 5-6). The dragon exhales acid in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Burrowing Attack (Costs 2 Actions). The dragon thrashes, burrowing into the ground without provoking opportunity attacks. Each creature within 5 feet of the dragon must succeed on a DC 20 Strength saving throw or be knocked prone. The dragon can then burrow up to half its burrowing speed before rising to the surface and making a bite attack. The dragon has advantage on the attack roll.



Ancient Brown Dragon

Gargantuan dragon, neutral evil


  • Armor Class 21 (natural armour)
  • Hit Points 481 (26d20 + 208)
  • Speed 40 ft., burrow 40 ft.

STR DEX CON INT WIS CHA
29 (+9) 10 (+0) 27 (+8) 18 (+4) 17 (+3) 21 (+5)

  • Saving Throws Dex +7, Con +15, Wis +10, Cha +12
  • Skills Perception +17, Stealth +7
  • Damage Immunities acid
  • Senses blindsight 60 ft., tremorsense 480 ft., darkvision 120 ft., passive Perception 27
  • Languages Common, Draconic
  • Challenge 23 (32,500 XP)

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 14 (4d6) acid damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Acid Breath (Recharge 5-6). The dragon exhales acid in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 90 (20d8) acid damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Burrowing Attack (Costs 2 Actions). The dragon thrashes, burrowing into the ground without provoking opportunity attacks. Each creature within 10 feet of the dragon must succeed on a DC 24 Strength saving throw or be knocked prone. The dragon can then burrow up to half its burrowing speed before rising to the surface and making a bite attack. The dragon has advantage on the attack roll.

Deep Dragon

Deep dragons are the type of dragon most often found in the underdark. They are neither chromatic nor metallic. Their breath weapon is a cone of gas, and they have natural truesight instead of darkvision. They can detect magic, are immune to charm, and have resistance (but not immunity) to cold and fire. As they age they gain the ability to polymorph into a wingless snake and then a humanoid. Ordinarily, a deep dragon would have both by the time they become medium-sized (AKA, a wyrmling in 5e). I decided to give the wyrmling access to the snake form but save the humanoid form for young and older. Ordinarily they are limited to a certain number of uses per day, but that seemed silly to me. Like most dragons in 3.0, deep dragons have a slew of spell-like abilities, of which I've removed most of them. Deep dragons have the same number of Hit Dice as blue and brown dragons, but are smaller; using the same method as I used for brown dragons, they are (again, ugh) almost identical to blue dragons in terms of core statistics but should age slower. Deep dragons are born extraordinarily intelligent but grow in intelligence slower than other dragons; for my conversion, I had the ancient deep dragon equal the green in intelligence and let it start out knowing Undercommon.



Deep Dragon Wyrmling

Medium dragon, chaotic evil


  • Armor Class 17 (natural armour) in dragon form, 11 (natural armour) in serpentine form
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft., burrow 15 ft., fly 60 ft., swim 20 ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 15 (+2) 16 (+3) 13 (+1) 17 (+3)

  • Saving Throws Dex +2, Con +4, Wis +3, Cha +4
  • Skills Perception +5, Stealth +2
  • Damage Resistances cold, fire
  • Condition Immunities charmed
  • Senses blindsight 10 ft., truesight 60 ft., passive Perception 14
  • Languages Draconic, Undercommon
  • Challenge 3 (700 XP)

Sense Magic. The dragon senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.

Shapechanger. The dragon can use its action to polymorph into its serpentine form, or back into its true form. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) acid damage.

Constrict (Serpentine Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the creature is restrained, and the dragon can't constrict another target.

Acid Breath (Recharge 5-6). The dragon exhales corrosive gas in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.



Young Deep Dragon

Large dragon, chaotic evil


  • Armor Class 18 (natural armour) in dragon form, 12 (natural armour) in serpentine form
  • Hit Points 152 (16d10 + 64)
  • Speed 40 ft., burrow 20 ft., fly 80 ft., swim 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 19 (+4) 18 (+4) 15 (+2) 18 (+4)

  • Saving Throws Dex +4, Con +8, Wis +6, Cha +8
  • Skills Perception +10, Stealth +4
  • Damage Resistances cold, fire
  • Condition Immunities charmed
  • Senses blindsight 30 ft., truesight 120 ft., passive Perception 20
  • Languages Draconic, Undercommon
  • Challenge 9 (5,000 XP)

Sense Magic. The dragon senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.

Shapechanger. The dragon can use its action to polymorph into its serpentine form, or back into its true form. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws. If the dragon is in its serpentine form, it can constrict once in place of its two claw attacks.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) acid damage.

Claw (Dragon Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.

Constrict (Serpentine Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the creature is restrained, and the dragon can't constrict another target.

Acid Breath (Recharge 5-6). The dragon exhales corrosive gas in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.

Change Shape. The dragon polymorphs into a Medium humanoid that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying isn't transformed. In its new form, the dragon retains its alignment and hit points, its Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.



Adult Deep Dragon

Huge dragon, chaotic evil


  • Armor Class 19 (natural armour) in dragon form, 13 (natural armour) in serpentine form
  • Hit Points 225 (18d12 + 108)
  • Speed 40 ft., burrow 20 ft., fly 80 ft., swim 30 ft.

STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 23 (+6) 20 (+5) 17 (+3) 19 (+4)

  • Saving Throws Dex +5, Con +11, Wis +8, Cha +9
  • Skills Perception +13, Stealth +5
  • Damage Resistances cold, fire
  • Condition Immunities charmed
  • Senses blindsight 60 ft., truesight 120 ft., passive Perception 23
  • Languages Draconic, Undercommon
  • Challenge 16 (15,000 XP)

Sense Magic. The dragon senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.

Shapechanger. The dragon can use its action to polymorph into its serpentine form, or back into its true form. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. If the dragon is in its serpentine form, it can constrict once in place of its two claw attacks.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 7 (2d6) acid damage.

Claw (Dragon Form Only). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) piercing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) piercing damage.

Constrict (Serpentine Form Only). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage, and the target is grappled (escape DC 20). Until this grapple ends, the creature is restrained, and the dragon can't constrict another target.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Acid Breath (Recharge 5-6). The dragon exhales corrosive gas in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.

Change Shape. The dragon polymorphs into a Medium humanoid that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying isn't transformed. In its new form, the dragon retains its alignment and hit points, its Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.



Ancient Deep Dragon

Gargantuan dragon, chaotic evil


  • Armor Class 22 (natural armour) in dragon form, 16 (natural armour) in serpentine form
  • Hit Points 481 (26d20 + 208)
  • Speed 40 ft., burrow 20 ft., fly 80 ft., swim 30 ft.

STR DEX CON INT WIS CHA
29 (+9) 10 (+0) 27 (+8) 21 (+5) 19 (+4) 21 (+5)

  • Saving Throws Dex +7, Con +15, Wis +11, Cha +12
  • Skills Perception +18, Stealth +7
  • Damage Resistances cold, fire
  • Condition Immunities charmed
  • Senses blindsight 60 ft., truesight 120 ft., passive Perception 28
  • Languages Draconic, Undercommon
  • Challenge 23 (32,500 XP)

Sense Magic. The dragon senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.

Shapechanger. The dragon can use its action to polymorph into its serpentine form, or back into its true form. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. If the dragon is in its serpentine form, it can constrict once in place of its two claw attacks.

Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 14 (4d6) acid damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.

Constrict (Serpentine Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) bludgeoning damage, and the target is grappled (escape DC 24). Until this grapple ends, the creature is restrained, and the dragon can't constrict another target.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Acid Breath (Recharge 5-6). The dragon exhales corrosive gas in a 90-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 90 (20d8) acid damage on a failed save, or half as much damage on a successful one.

Change Shape. The dragon polymorphs into a Medium humanoid that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying isn't transformed. In its new form, the dragon retains its alignment and hit points, its Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Fang Dragon

I've increased the CR and Charisma of the Fang Dragon wholly out of a desire that the dragon should, RAW, be able to learn the traditional Fang Dragon racial spells at a reasonable rate using the Dragons as Innate Spellcasters variant. So, sue me. I might make a more faithful conversion CR-wise in the future, but for this conversion, I was focusing on spell-availability faithfulness. The dragon starts out as powerful as a blue, but begins to taper off to green and eventually ends alongside white, where it is in 3.0 and probably should be.

This - and its Charisma score - are entirely so it meets the minimum requirements for learning new spells. CR 3 and +1 Charisma for shield. CR 9 and +2 for dispel magic. And so on. With these minimums it could still be a CR 18 ancient and learn globe of invulnerability, but that seems unnecessary since it's supposed to equal to the white dragon (CR 20) anyways.

Fang dragons are dumber and less charismatic than average for a dragon, roughly on-par with black dragons. Instead of a breath weapon, a fang dragon's bite drains vitality; in 3.0 this was represented by Constitution drain, but I just went with necrotic damage that can't be healed. Their natural attacks also deal more damage.

Fang Dragon Magic

Fang dragons are especially magical creatures, even among dragons. Unlike most dragon races, Fang wyrmlings can cast spells innately. Almost all fang dragons use the "Dragons as Innate Spellcasters" variant, and are able to cast the following spells 1/day: Wyrmling. shield Young. shield, dispel magic Adult. shield, dispel magic, telekinesis Ancient. shield, dispel magic, telekinesis, globe of invulnerability


Fang Dragon Wyrmling

Medium dragon, chaotic neutral


  • Armor Class 17 (natural armour)
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 15 (+2) 10 (+0) 11 (+0) 13 (+1)

  • Saving Throws Dex +2, Con +4, Wis +2, Cha +3
  • Skills Perception +4, Stealth +2
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
  • Languages Draconic
  • Challenge 3 (700 XP)

Sense Magic. The dragon senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.

Mimicry. The dragon can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 11 Wisdom (Insight) check.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) piercing damage plus 9 (2d8) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic 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.


Young Fang Dragon

Large dragon, chaotic neutral


  • Armor Class 18 (natural armour)
  • Hit Points 152 (16d10 + 64)
  • Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 19 (+4) 12 (+1) 11 (+0) 15 (+2)

  • Saving Throws Dex +4, Con +8, Wis +4, Cha +6
  • Skills Perception +8, Stealth +4
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18
  • Languages Common, Draconic
  • Challenge 9 (5,000 XP)

Sense Magic. The dragon senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.

Mimicry. The dragon can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) piercing damage plus 18 (4d8) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic 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.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.



Adult Fang Dragon

Huge dragon, chaotic neutral


  • Armor Class 19 (natural armour)
  • Hit Points 207 (18d12 + 90)
  • Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 21 (+5) 14 (+2) 13 (+1) 17 (+3)

  • Saving Throws Dex +5, Con +10, Wis +6, Cha +8
  • Skills Perception +11, Stealth +5
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
  • Languages Common, Draconic
  • Challenge 15 (13,000 XP)

Sense Magic. The dragon senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Mimicry. The dragon can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 16 Wisdom (Insight) check.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) piercing damage plus 27 (6d8) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic 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.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) piercing damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 15 (2d8 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.



Ancient Fang Dragon

Gargantuan dragon, chaotic neutral


  • Armor Class 20 (natural armour)
  • Hit Points 333 (18d20 + 144)
  • Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
26 (+8) 10 (+0) 26 (+8) 16 (+3) 15 (+2) 19 (+4)

  • Saving Throws Dex +6, Con +14, Wis +8, Cha +10
  • Skills Perception +14, Stealth +6
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24
  • Languages Common, Draconic
  • Challenge 20 (24,500 XP)

Sense Magic. The dragon senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Mimicry. The dragon can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 18 Wisdom (Insight) check.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 21 (2d12 + 8) piercing damage plus 36 (8d8) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic 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.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage. If the target is a creature, it must succeed on a DC 22 Strength saving throw or be knocked prone.

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 22 Strength saving throw or be knocked prone.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 17 (2d8 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Song Dragon

Song dragons are a rare race of dragons that prefer life among humans. They are generally benign, being either chaotic good or neutral. They are neither chromatic nor metallic. Their breath weapon is a cone of electrically-charged gas. They can freely take a unique (female) humanoid form, have a limited-range True Seeing, and can speak any language. They have a series of spell-like abilities, but those can be easily covered by the Dragons and Innate Spellcasters variant and none of them are super race-defining.

A song dragon's alternate form is always an attractive female of 20 to 30 years in age. I thought about changing that and giving them a wider range of possible forms since that seems vaguely sexist, but that's not really my place. The lore is the lore, and my name ain't Ed. However, that seems like a good change to make in your own Forgotten Realms games, and one I might make when I run these dragons myself.

I simplified the dragon's Shapechanger ability significantly to make it easier to use. Since the dragon's Dexterity is already 10 I didn't bother changing it, and changing the Constitution forces so many other changes to the statblock that I didn't think it was worth the space; the Strength decrease is the most important part, since a normal human shouldn't be as strong as a full-sized dragon. This is convenient, since song dragons are not proficient in Strength saves or any Strength-based skills and lose all of their natural attacks.

Song Dragon Magic

Some song dragons are capable of casting a small number of racial spells. Many song dragons use the "Dragons as Innate Spellcasters" variant, and are able to cast the following spells 1/day: Young. darkness, feather fall, light Adult. darkness, feather fall, light, polymorph Ancient. darkness, feather fall, light, polymorph, teleport


Song Dragon Wyrmling

Medium dragon, chaotic good


  • Armor Class 17 (natural armour) in dragon form
  • Hit Points 38 (7d8 + 7)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 14 (+2) 11 (+0) 15 (+2)

  • Saving Throws Dex +2, Con +2, Wis +2, Cha +4
  • Skills Insight +2, Perception +4, Persuasion +4, Stealth +2
  • Damage Immunities lightning, poison
  • Condition Immunities poisoned
  • Senses blindsight 10 ft., truesight 60 ft., passive Perception 14
  • Languages Draconic
  • Challenge 2 (450 XP)

Shapechanger. The dragon can use its action to polymorph into its human form, or back into its true form. Reverting to its true form destroys any armour or clothing the dragon is wearing. While in human form, the dragon's walking speed is 30 feet and can no longer fly. Its AC becomes 10, and its Strength score becomes 10 (+0). Its other statistics remain unchanged. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Actions

Bite (Dragon Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6) lightning damage.

Rapier (Human Form Only). Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage.

Lightning Breath (Dragon Form Only, Recharge 5-6). The dragon exhales electrically charged gas in a 15-foot cone. Each creature in that area must make a DC 11 Dexterity saving throw, taking 21 (6d6) lightning damage on a failed save, or half as much damage on a successful one.


Young Song Dragon

Large dragon, chaotic good


  • Armor Class 18 (natural armour)
  • Hit Points 136 (16d10 + 48)
  • Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 17 (+3) 16 (+3) 13 (+1) 17 (+3)

  • Saving Throws Dex +3, Con +6, Wis +4, Cha +6
  • Skills Insight +4, Perception +7, Persuasion +6, Stealth +3
  • Damage Immunities lightning, poison
  • Condition Immunities poisoned
  • Senses blindsight 30 ft., darkvision 120 ft., truesight 15 ft., passive Perception 17
  • Languages Common, Draconic
  • Challenge 8 (3,900 XP)

Shapechanger. The dragon can use its action to polymorph into its human form, or back into its true form. Reverting to its true form destroys any armour or clothing the dragon is wearing. While in human form, the dragon's walking speed is 30 feet and can no longer fly. Its AC becomes 10, and its Strength score becomes 10 (+0). Its other statistics remain unchanged. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Multiattack. The dragon makes three attacks: one with its bite and two with its claws. If the dragon is in its human form, it instead makes three attacks with its rapier.

Bite (Dragon Form Only). Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) lightning damage.

Claw (Dragon Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Rapier (Human Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage.

Lightning Breath (Dragon Form Only, Recharge 5-6). The dragon exhales electrically charged gas in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 42 (12d6) lightning damage on a failed save, or half as much damage on a successful one.



Adult Song Dragon

Huge dragon, chaotic good


  • Armor Class 19 (natural armour)
  • Hit Points 207 (18d12 + 90)
  • Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 21 (+5) 18 (+4) 15 (+2) 19 (+4)

  • Saving Throws Dex +5, Con +10, Wis +7, Cha +9
  • Skills Insight +7, Perception +12, Persuasion +9, Stealth +5
  • Damage Immunities lightning, poison
  • Condition Immunities poisoned
  • Senses blindsight 60 ft., darkvision 120 ft., truesight 15 ft., passive Perception 22
  • Languages Common, Draconic
  • Challenge 15 (13,000 XP)

Shapechanger. The dragon can use its action to polymorph into its human form, or back into its true form. Reverting to its true form destroys any armour or clothing the dragon is wearing. While in human form, the dragon's walking speed is 30 feet and can no longer fly. Its AC becomes 10, and its Strength score becomes 10 (+0). Its other statistics remain unchanged. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. If the dragon is in its human form, it instead makes three attacks with its rapier.

Bite (Dragon Form Only). Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) lightning damage.

Claw (Dragon Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage.

Tail (Dragon Form Only). Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) piercing damage.

Rapier (Human Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage.

Frightful Presence (Dragon Form Only). Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Lightning Breath (Dragon Form Only, Recharge 5-6). The dragon exhales electrically charged gas in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 56 (16d6) lightning damage on a failed save, or half as much on a successful one.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack (Dragon Form Only). The dragon makes a tail attack.

Wing Attack (Dragon Form Only, Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.



Ancient Song Dragon

Gargantuan dragon, chaotic good


  • Armor Class 21 (natural armour)
  • Hit Points 385 (22d20 + 154)
  • Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
27 (+8) 10 (+0) 25 (+7) 20 (+5) 17 (+3) 21 (+5)

  • Saving Throws Dex +7, Con +14, Wis +10, Cha +12
  • Skills Insight +10, Perception +17, Persuasion +12, Stealth +7
  • Damage Immunities lightning, poison
  • Condition Immunities poisoned
  • Senses blindsight 60 ft., darkvision 120 ft., truesight 15 ft., passive Perception 27
  • Languages Common, Draconic
  • Challenge 22 (30,000 XP)

Shapechanger. The dragon can use its action to polymorph into its human form, or back into its true form. Reverting to its true form destroys any armour or clothing the dragon is wearing. While in human form, the dragon's walking speed is 30 feet and can no longer fly. Its AC becomes 10, and its Strength score becomes 10 (+0). Its other statistics remain unchanged. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. If the dragon is in its human form, it instead makes three attacks with its rapier.

Bite (Dragon Form Only). Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 14 (4d6) lightning damage.

Claw (Dragon Form Only). Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail (Dragon Form Only). Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Rapier (Human Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage.

Frightful Presence (Dragon Form Only). Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Acid Breath (Dragon Form Only, Recharge 5-6). The dragon exhales electrically charged gas in a 90-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 77 (22d6) lightning damage on a failed save, or half as much on a successful one.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack (Dragon Form Only). The dragon makes a tail attack.

Wing Attack (Dragon Form Only, Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Dragonkin

The dragonkin are a race of evil dragon-like humanoids, similar to dragonborn (which they pre-date, to be clear) or half-dragons. They can fly and can detect magic at will. They often grab opponents' magic items and run off with them. I've adjusted their ability scores and lowered their CR so they work better in groups.


Dragonkin

Large monstrosity, chaotic evil


  • Armor Class 15 (natural armour)
  • Hit Points 30 (4d10 + 8)
  • Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 15 (+2) 10 (+0) 13 (+1) 12 (+1)

  • Senses darkvision 60 ft., passive Perception 11
  • Languages Draconic
  • Challenge 2 (450 XP)

Sense Magic. The dragonkin senses magic within 30 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.

Actions

Multiattack. The dragonkin makes two melee attacks.

Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Dread Warrior

The Dread Warrior is a type of corporeal undead similar to a wight, created from the body of a powerful fighter. Unlike wights, most dread warriors are under the control of the their creator, and do not create spawn. They are also quite dumb, though they are have some intelligence. I dropped their CR significantly so that they work better as group monsters, and gave them the Bugbear's Brute trait to increase its damage output.

Arctic Dwarf

Arctic Dwarves are a subrace of dwarves that live in cold regions. Unlike most dwarves, they are small-sized, and are immune to cold. I've also included an Arctic Dwarf player race; I'm not as good with races as I am with monsters, so it's not perfect.

I was most unsure of the cold immunity, but since Yuan-ti Purebloods get poison immunity this sort of thing has precedence.


Dread Warrior

Medium undead, neutral evil


  • Armor Class 17 (splint)
  • Hit Points 26 (4d8 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 15 (+2) 5 (−3) 11 (+0) 6 (−2)

  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common
  • Challenge 1 (450 XP)

Brute. A melee weapon deals one extra die of its damage when the dread warrior hits with it (included in the attack).

Actions

Multiattack. The dread warrior makes two melee attacks.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if used with two hands to make a melee attack.


Arctic Dwarf

Small humanoid (dwarf), lawful neutral


  • Armor Class 11 (hide armour)
  • Hit Points 13 (2d6 + 6)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
17 (+3) 9 (−1) 16 (+3) 10 (+0) 11 (+0) 8 (−1)

  • Damage Resistances poison
  • Damage Immunities cold
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common, Dwarvish
  • Challenge 1/2 (100 XP)

Dwarven Resiliance. The dwarf has advantage on saving throws against poison.

Actions

Greatclub. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Arctic Dwarf NPCs

When altering a generic NPC to be an arctic dwarf, make the following adjustments to its statblock:

  • The dwarf's size is small.
  • The dwarf's alignment is lawful neutral.
  • The dwarf is resistant to poison damage and immune to cold damage.
  • The dwarf has darkvision out to 60 feet.
  • The dwarf has advantage on saving throws against poison.

Arctic Dwarf

Arctic dwarves are small but strong, and inured to the effects of cold.

Ability Score Increase. Your Strength score increases by 1.

Small Size. Unlike other dwarves, you are small sized. Your speed is unchanged.

Arctic Immunity. You are immune to cold damage.

Urdunnir

The urdunnir are a magical and long-forgotten race of dwarves. They can walk through stone as if it were air, and can stone shape and shape metal at will. There's no example statblock for an urdunnir NPC, but I figured that your average Urdunnir soldier should be more powerful than any old dwarf. Regardless, I would suggest using NPC statblocks with racial modifications instead of this statblock for most urdunnir; an urdunnir commoner should be a commoner with racial modifications, while a powerful urdunnir warrior might be a champion or warlord. This statblock just describes your average soldier. I used the orog as a power baseline - after all, in 3.0 an orog was an orc subrace just like how the urdunnir is a dwarf subrace.

Urdunnir often ready their action to use Shape Metal or Stone on incoming weapons. If the target fails the save, the attack only deals half damage, and the weapon is useless until repaired.

Urdunnir NPCs

When altering a generic NPC to be an urdunnir, make the following adjustments to its statblock:

  • The urdunnir's alignment is neutral.
  • The urdunnir is proficient in History.
  • The urdunnir is resistant to poison damage.
  • The urdunnir has darkvision out to 60 feet.
  • The urdunnir has advantage on saving throws against poison.
  • The urdunnir has the Earth Glide and Shape Metal or Stone action options from the urdunnir statblock. The save DC for Shape Metal or Stone is Wisdom-based.

Urdunnir

Medium humanoid (dwarf), neutral


  • Armor Class 20 (plate, shield)
  • Hit Points 42 (5d8 + 20)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 19 (+4) 10 (+0) 13 (+1) 9 (−1)

  • Skills History +2
  • Damage Resistances poison
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Dwarvish
  • Challenge 2 (450 XP)

Dwarven Resiliance. The urdunnir has advantage on saving throws against poison.

Earth Glide. The urdunnir can burrow through nonmagical, unworked earth and stone at a speed of 30 feet. While doing so, the urdunnir does not disturb the material it moves through.

Actions

Multiattack. The urdunnir makes two melee attacks.

Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage is used in two hands to make a melee attack.

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

Shape Metal or Stone. The urdunnir molds a metal or stone object. This magical ability is similar to the stone shape spell but also affects metal. If the urdunnir uses this ability on an object in another creature's possession, the possessor can make a DC 11 Dexterity saving throw. If the saving throw is successful, it avoids the effects.

Ghaunadan

The ghaunadans are shapeshifting ooze-creatures which serve Ghaunadaur, the lord of oozes. Ghaunadans are resistant to bludgeoning weapons and have the whole series of ooze immunities in 3.0; I used the slithering tracker as a base for condition immunities, since it's also an intelligent creature of the ooze type, but removed all immunities that normal oozes don't also have. In ooze form, the ghaunadan can paralyze with its pseudopods or disarm opponents. In humanoid form, they can charm with their gaze. I gave the ghaunadan higher Dexterity to bring its damage up and high Constitution for more hit points, and changed its humanoid form's weapon to a rapier so that it is Dexterity-based. I also gave it the Brute trait to increase its damage output; I'm wary of overusing the trait , but it seems like a better idea than giving it four attacks.

Ghaunadans who operate in human cities usually speak Common as well.



Ghaunadan

Medium ooze (shapechanger), chaotic evil


  • Armor Class 15 (natural armour)
  • Hit Points 75 (10d8 + 30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 16 (+3) 12 (+1) 12 (+1) 17 (+3)

  • Skills Deception +7, Stealth +7
  • Damage Resistances bludgeoning
  • Condition Immunities blinded, deafened, exhaustion, paralyzed, prone
  • Senses blindsight 60 ft., passive Perception 11
  • Languages Abyssal, Undercommon
  • Challenge 4 (1,100 XP)

Shapechanger. The ghaunadan can use its action to polymorph into a humanoid form which is unique to the ghaunadan, or back into its true form, which is an amorphous blob. Most ghaunadans appear as attractive human males, but some have been known to take the forms of drow females instead. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Amorphous (Ooze Form Only). The ghaunadan can move through a space as narrow as 1 inch wide without squeezing.

Brute. A melee weapon deals one extra die of its damage when the ghaunadan hits with it (included in the attack).

Disarm (Ooze Form Only). The ghaunadan can attempt to disarm a creature which strikes it with a melee weapon. A creature that attacks the ghaunadan with a melee weapon mus succeed on a DC 11 Strength saving throw or the weapon becomes stuck in the ghaunadan's body.

Actions

Multiattack. The ghaunadan makes two melee attacks.

Pseudopod (Ooze Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage, and the target much succeed on a DC 13 Constitution saving throw be paralyzed. A paralyzed creature can repeat the saving throw at the end of each of their turns, ending the effect on itself on a success.

Rapier (Humanoid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.

Charming Gaze (Humanoid Form Only). The ghaunadan targets one humanoid it can see within 30 feet of it. If the target can see the ghaunadan, the target must make on a DC 13 Wisdom saving throw against the magic gaze. If the target fails the saving throw, the ghaunadan has advantage on Charisma ability checks against the target. This effect lasts as long as the ghaunadan is in sight and remains in humanoid form.

Fog Giant

Weaker relatives of the cloud giants, fog giants lack the cloud giants' magical abilities and are able to hide in fog. They are about as powerful as a stone giant.


Fog Giant

Huge giant, neutral good (50%) or neutral evil (50%)


  • Armor Class 14 (natural armour)
  • Hit Points 126 (11d12 + 55)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 20 (+5) 13 (+1) 14 (+2) 11 (+0)

  • Saving Throws Con +8, Wis +5, Cha +3
  • Skills Perception +5, Stealth +6
  • Senses passive Perception 15
  • Languages Common, Giant
  • Challenge 7 (2,900 XP)

Hide In Fog. While in fog, the giant can take the Hide action as a bonus action. The giant also advantage on Dexterity (Stealth) checks made to hide in fog.

Actions

Multiattack. The giant makes two greatclub attacks.

Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) piercing damage.

Phaerlin Giant

Mutant giants warped by powerful magic, phaerlin giants are a slave race from the underdark. Unlike most giants they can't catch or throw rocks, but they have a frightening presence and are resistant to magic. They are very weak for a true giant.

Oddly, phaerlin giants speak Giant and Common, despite being from the Underdark. I was tempted to give them Undercommon instead of Common, but that's not really my place.


Phaerlin Giant

Huge giant, neutral evil


  • Armor Class 13 (natural armour)
  • Hit Points 76 (11d12 + 55)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
21 (+5) 9 (−1) 18 (+4) 8 (−1) 8 (−8) 9 (−1)

  • Skills Perception +1
  • Senses passive Perception 11
  • Languages Common, Giant
  • Challenge 3 (2,900 XP)

Hide In Fog. While in fog, the giant can take the Hide action as a bonus action. The giant also advantage on Dexterity (Stealth) checks made to hide in fog.

Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell.

Magic Resistance. The sinister has advantage on saving throws against spells and other magical effects.

Actions

Mutliattack. The giant makes two claw attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d4 + 5) slashing damage.

Gibberling

Gibberlings are feral, pitiful creatures similar to goblins. They are fragile and weak. Their main special attack is their gibbering; in 3.0, it only affected creatures with 2 HD or fewer, and even then only had a DC of 10. I did my best to re-engineer the ability to fit with 5e conventions and still be not too powerful. However, even in 3.0 the ability is horribly unspecific on how often the saves have to be made or if success grants immunity.

Additionally, gibberlings got attack bonuses against targets being grappled by other gibberlins (which increased depending on the number of grappling gibberlings); I've just substituted Pack Tactics, which is less fun but simpler and has more precedence. Up to 3 gibberlings could occupy the same space, which is bound to have tons of rule problems in 5e but hey, it probably caused tons of rule problems in 3.0 too. They are immune to mind-affecting effects, but only because vermin are; and since vermin, well, aren't in 5e, I've removed this. They are also vulnerable to light and fire, but in nonstandard ways. I've standardized their Light Vulnerability to fit with that possessed by undead, but I did my best to convert the fire vulnerability as it is intended to work.

All in all, this was a fun one to convert. There aren't too many super-weak monsters in this book. My only gripe is the five special traits for such a squishy monster.


Gibberling

Small humanoid (gibberling), chaotic neutral


  • Armor Class 10
  • Hit Points 7 (2d6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 5 (−3) 7 (−2) 2 (−4)

  • Senses passive Perception 8
  • Languages
  • Challenge 1/8 (25 XP)

Bunching. Up to 3 gibberlings may occupy the same 5-by-5-foot space.

Fire Fright. When the gibberling takes fire damage, it must succeed on a DC 12 Wisdom saving throw or become frightened of the apparent source of the fire damage for 1 round.

Gibber. At the start of each of the gibberling's turns, each creature within 200 feet of the gibberling that can hear its insane muttering must make a DC 6 Wisdom saving throw. A creature that fails its saving throw has disadvantage on attack rolls until the end of the gibberling's next turn. If a creature makes a saving throw against this ability, it need not make another until the beginning of its next turn.

Pack Tactics. The gibberling has advantage on an attack roll against a creature if at least one of the gibberling's allies is within 5 feet of the creature and the ally isn't incapacitated.

Sunlight Sensitivity. While in sunlight, the gibberling has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.

Goblin, Dekanter

Dekanter goblins are mutant goblinoids created by magic, named after the mines of Dekanter from which they hail. They attack with their natural weapons, their horn and claws. Fast Healing isn't really a thing in 5e, so I've replaced it with Regeneration.


Dekanter Goblin

Medium monstrosity (goblinoid), lawful evil


  • Armor Class 14 (natural armour)
  • Hit Points 26 (4d8 + 8)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 14 (+2) 12 (+1) 13 (+1) 9 (−1)

  • Damage Resistances cold
  • Senses passive Perception 11
  • Languages Goblin, Undercommon
  • Challenge 1/2 (100 XP)

Regeneration. The goblin regains 5 hit points at the start of its turn if it has at least 1 hit point.

Actions

Multiattack. The goblin makes three attacks, one with its horn and two with its claws.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Horn. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Golem, Gemstone

There are three types of gemstone golems: ruby, emerald, and diamond. Unlike typical golems, gemstone golems have average Intelligence and above-average Dexterity. All gemstone golems have Magic Immunity, and each has its own set of special vulnerabilities. I've replaced magic immunity with resistance, as is standard for golems in 5e (unfortunately). Also unfortunate is that special vulnerabilities for golems have been largely removed (the only MM golem which retains one is the flesh golem). Regardless, I've converted them where they made sense.

One small note is that the ruby golem's statblock lists spell-like abilities, but they aren't detailed anywhere. I can only assume this is a mistake and the golem is not supposed to have any.

I gave the diamond golem a +5 racial bonus to its innate spellcasting save DC because it lacked any high mental ability scores. That's not the sort of thing that's usually listed in monster statblock, since it apparently shouldn't matter in 5e, but I couldn't stand not making a note somewhere.

Ruby golems have regeneration and love to grapple things.

Emerald golems have the ability to create teleportation circles to random places.

Diamond golems can fire sunbeams and can use true strike at will. Their melee attacks carry a targeted dispel magic, and they are vulnerable to ki.


Ruby Golem

Large construct, unaligned


  • Armor Class 16 (natural armour)
  • Hit Points 152 (16d10 + 64)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 18 (+4) 10 (+0) 12 (+1) 1 (−5)

  • Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses passive Perception 11
  • Languages understands Common and Mulhorandi but can't speak
  • Challenge 9 (5,000 XP)

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem's weapon attacks are magical.

Regeneration. The golem regains 10 hit points at the start of its turn. If the golem takes thunder damage, this trait doesn't function at the start of the golem's next turn. The golem dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16).


Emerald Golem

Large construct, unaligned


  • Armor Class 17 (natural armour)
  • Hit Points 171 (18d10 + 72)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 12 (+1) 19 (+4) 10 (+0) 12 (+1) 1 (−5)

  • Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses passive Perception 11
  • Languages understands Common and Mulhorandi but can't speak
  • Challenge 9 (5,000 XP)

Emerald Gates (2/Day). The golem can use its action to create an emerald circle on the ground within 10 feet. The circle is a one-way portal to a random destination that any emerald golem has ever seen on the same plane of existence. The gate normally lasts for 1 minute, but there is a 10% chance that the gate lasts for 1 hour instead.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem's weapon attacks are magical.

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.


Diamond Golem

Large construct, unaligned


  • Armor Class 18 (natural armour)
  • Hit Points 210 (20d10 + 100)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
23 (+6) 12 (+1) 20 (+5) 10 (+0) 12 (+1) 1 (−5)

  • Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses passive Perception 11
  • Languages understands Common and Mulhorandi but can't speak
  • Challenge 10 (5,900 XP)

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Innate Spellcasting. The golem's innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no material components:

At will: true strike
3/day: sunbeam

Ki Vulnerability. When the golem is struck by an unarmed attack by a creature which has the Ki-Empowered Strikes class feature, it takes an additional 7 (2d6) damage.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem's weapon attacks are magical.

Actions

Multiattack. The golem makes two melee attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage, and any spell of 9th-level or lower on the target ends.

Sword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.

Thayan Golem

The thayan golem is a weaker type of golem, similar to the true golems but not as powerful. They are created by Thayan wizards and most are sold to Sembian merchants. Unlike true golems, they didn't have magic immunity but just spell resistance and immunity to magic missile. Since golems are already downgraded to Magic Resistance in 5e, I've removed it entirely and just stuck to the magic missile immunity.

I've removed the Magic Weapons trait as well, even though the Thayan golem had magic weapons in 3.0. I figured that since it isn't a true golem and the trait was removed from creatures such as demons upon their conversion, it made sense.


Thayan Golem

Medium construct, unaligned


  • Armor Class 15 (natural armour)
  • Hit Points 105 (14d8 + 42)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 3 (−4) 11 (+0) 1 (−5)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses passive Perception 10
  • Languages understands Common and Mulhorandi but can't speak
  • Challenge 7 (2,900 XP)

Brute. A weapon deals one extra die of its damage when the golem hits with it (included in the attack).

Magic Missile Immunity. The golem is immune to damage from magic missiles.

Actions

Multiattack. The golem makes three attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Bow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 12 (2d8 + 3) piercing damage.

Green Warder

Green warders are plant creatures created by the elves as guards. They have a number of spell-like abilities: sleep once every 1d3 rounds, confusion every 1d6 rounds, and alarm 2/day.

I was a little unhappy with having three different Innate Spellcasting traits, but having recharge-based entries on a list-style Innate Spellcasting trait isn't really something that's done. This way isn't as pretty, but it has more precedence.


Green Warder

Medium plant, chaotic good


  • Armor Class 12 (natural armour)
  • Hit Points 45 (7d8 + 14)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 14 (+2) 7 (−2) 16 (+3) 11 (+0)

  • Senses passive Perception 13
  • Languages Elvish
  • Challenge 2 (450 XP)

Alarm (2/Day). In a natural setting such as a forest or underground, the warder can innately cast the alarm spell, requiring no material components. Its spellcasting ability is Wisdom.

Confusion (Recharge 6). The warder can innately cast confusion (spell save DC 13), requiring no material components. Its spellcasting ability is Wisdom. A creature that succeeds on a saving throw against this trait has advantage on future saving throws against it for 24 hours.

Sleep (Recharge 5-6). The warder can innately cast sleep, requiring no material components. Its spellcasting ability is Wisdom.

Actions

Multiattack. The warder makes two claw attacks.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

Groundling

Groundlings are evil dwarven assassins magically transformed to incorporate the features of giant badgers. They have the magic and poison resistance of dwarves, and can grab opponents to drag them beneath the surface. I removed the magic resistance, since dwarves don't get that in 5e. I gave them the dwarf subtype, even though they don't have it in 3.0, because having humanoid racial subtypes on a non-humanoid monster is acceptable in 5e.


Groundling

Medium monstrosity (dwarf), lawful evil


  • Armor Class 14 (natural armour)
  • Hit Points 26 (4d8 + 8)
  • Speed 20 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 16 (+3) 5 (−3) 12 (+1) 6 (−2)

  • Damage Resistances poison
  • Senses passive Perception 11
  • Languages Common, Dwarvish
  • Challenge 1/2 (100 XP)

Dwarven Resiliance. The groundling has advantage on saving throws against poison.

Keen Smell. The groundling has advantage on Wisdom (Perception) checks that rely on smell.

Tunnel Fighter. The groundling does not have disadvantage on attack rolls while squeezing through a small space, such as a groundling tunnel.

Actions

Multiattack. The groundling makes two attacks, one with its bite and one with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage, and the target is grappled (escape DC 12).

Gulguthydra

The gulguthydra is a hybrid creature that combines the attributes of a hydra and an otyugh. It lacks the hydra's regeneration (and, thus, the players don't have to cut off its heads), but it's big and mean and has a bunch of attacks, and has a naueseating stench.

The gulguthydra has significantly more hit points than a hydra with the same amount of heads - 172 for the gulguthydra, 66 for the hydra - in 3.0. However, hydras were given a significant power boost in 5e, and giving the gulguthydra a proportional boost would make them way too powerful. I've left them at CR 12 and given them proportional statistics for that CR.

I can think of no reasonable explanation for the gulguthydra having 15 Charisma, but it is what it is I guess. It's not my place to change stuff like that, though I'm very tempted to lower it to, like, a 6.


Gulguthydra

Huge aberration, neutral


  • Armor Class 15 (natural armour)
  • Hit Points 216 (16d12 + 112)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 24 (+7) 6 (−2) 9 (−1) 15 (+2)

  • Saving Throws Con +11
  • Skills Perception +7
  • Senses darkvision 120 ft., passive Perception 17
  • Languages Otyugh
  • Challenge 12 (8,400 XP)

Hold Breath. The gulguthydra can hold its breath for 1 hour.

Nauseating Stench. When a creature starts its turn within 60 feet of the gulguthydra or enters the area for the first time on its turn, it must succeed on a DC 19 Constitution saving throw or become poisoned 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 succeess. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the gulguthydra's Nauseating Stench for the next 24 hours.

Actions

Multiattack. The gulguthydra makes eight attacks: six with its bites and two with its tentacles.

Bite. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 11 (1d10 + 6) piercing damage.

Tentacle. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Large or smaller, it is grappled (escape DC 18) and restrained until the grapple ends. The gulguthydra has two tentacles, each of which can grapple one target.

Hybsil

Hybsils are small fey creatures similar to centaurs but with the lower body of an antelope instead of a horse. They have a small list of spell-like abilities (which, thankfully, work normally), can see invisible creatures, and are immune to poison.


Hybsil

Small fey, neutral good


  • Armor Class 13
  • Hit Points 7 (2d6)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
8 (−1) 17 (+3) 11 (+0) 13 (+1) 10 (+0) 10 (+0)

  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses passive Perception 10
  • Languages Sylvan
  • Challenge 1/4 (50 XP)

Innate Spellcasting. The hybsil's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:

1/day each: dancing lights, jump, mirror image, pass without trace

Actions

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Ibrandlin

The ibrandlin is a gigantic but relatively low-CR dragon in 3.0. It usually fights rearing up on its tail, so it can use all four of its claws in combat. Its hit points and damage are quite high for its CR even in 3.0 (supposedly, their low AC and lack of certain special abilities common to true dragons makes up for this), so I had to adjust them significantly to make things play nice in 5e. Their hit points were relatively appropriate for a CR 5 monster in 5e, but their damage is way too high with a bite and four claws. In 3.0 they are every bit as physically strong as a red dragon of the same size (35 Strength), and I've decided to (almost) keep this true in my conversion. In order to keep attack bonuses in check, though, I've removed the ibrandlin's proficiency in its own attacks, like a purple worm. I've also removed their Magic Resistance, since not even true dragons have it in 5e.

An ibrandlin's breath weapon is extremely weak compared to that of a true dragon, but can be used in place of a bite attack in a full attack. An ibrandlin's most unique attack is its ability to jump and land on opponents, pinning them to the ground. This kind of attack is difficult to replicate in 5e due to the edition's dislike for creatures sharing the same space, but I decided to just ignore all that and hope no-one complains.

I was a bite unsure about giving the ibrandlin only 2 legendary actions (since that isn't really something that's done in 5e), but it was the easiest way to get its damage down while retaining faithfulness to the original creature.


Ibrandlin

Gargantuan dragon, lawful neutral


  • Armor Class 13 (natural armour)
  • Hit Points 132 (8d20 + 48)
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
26 (+8) 11 (+0) 22 (+6) 4 (−3) 10 (+0) 9 (−1)

  • Saving Throws Dex +3, Con +9, Wis +3
  • Skills Perception +6
  • Damage Immunities fire
  • Senses darkvision 120 ft., passive Perception 16
  • Languages Draconic
  • Challenge 7 (5,000 XP)

Actions

Multiattack. The ibrandlin makes three attacks: one with its bite and two with its claws. It can use its Fire Breath in place of its bite attack.

Bite. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (1d8 + 8) slashing damage.

Fire Breath (Recharge 6). The ibrandlin exhales fire in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.

Pin. The ibrandlin jumps into the air, attempting to land on opponents and pin them to the ground. The ibrandlin must use its normal movement to do so, but can end its turn in an occupied space. All creatures in the ibrandlin's space when it ends its turn must succeed on a DC 16 Strength or Dexterity saving throw or become restrained. A restrained creature may use its action to repeat the save, freeing itself on a success. However, a creature that uses its action to take the Attack action or repeat the save takes 14 (4d6) bludgeoning damage.

Legendary Actions

The ibrandlin can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The ibrandlin regains spent legendary actions at the start of its turn.

Claw. The ibrandlin makes one attack with its claw.

Deep Breath. The ibrandlin automatically recharges its Fire Breath.

Ice Serpent

Ice serpents are elemental creatures that appear to snakes made of frigid air. I decided to go with another template, to be added to the Giant Constrictor Snake. Though the size is wrong - Ice Serpents are Large, and Giant Constrictor Snakes are Huge - the normal constrictor snake is just too low-CR. I also decided to let it retain the Giant Constrictor Snake's bite attack, even though Ice Serpents normally do not have one.

Variant: Ice Serpent

An ice serpent is a normal giant constrictor snake with the following changes.

  • An ice serpent is an elemental, not a beast.
  • An ice serpent's speed is 80 feet.
  • An ice serpent has an Intelligence score of 5 (−3).
  • An ice serpent is vulnerable to fire damage but immune to cold damage.
  • An ice serpent deals an additional 3 (1d6) cold damage whenever it deals damage with a melee attack.

Malaugrym

Malaugryms are perfect shapeshifters from some unknown plane, who enter Toril through the Plane of Shadow. Their original Alternate Form trait is ridiculously overpowered (like, CR 4 monster shapechanging into any monster with 20 or fewer HD overpowered), so for this conversion I'll be basing it off of the 3.5e conversion which uses a more standardized Change Shape special quality instead.

Variant: Mage Malugrym

A mage malaugrum under the effects of mage armour (AC 16) has a challenge rating of 3 (700 XP), +5 to Arcana checks, and the following additional trait:

Spellcasting. The malaugrym is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The malaugrym has the following wizard spells prepared:

Cantrips: chill touch, mage hand, prestidigitation, ray of frost
1st level (4 slots): charm person, detect magic, mage armour, magic missile
2nd level (3 slots): darkness, suggestion
3rd level (2 slots): lightning bolt, tongues


Malaugrym

Medium aberration (shapechanger), chaotic evil


  • Armor Class 13
  • Hit Points 33 (6d8 + 6)
  • Speed fly 30 ft. (hover)

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 12 (+1) 16 (+3) 13 (+1) 17 (+3)

  • Skills Deception +7
  • Damage Vulnerabilities bludgeoning, piercing, and slashing from silvered weapons
  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Common, Malaugrym
  • Challenge 2 (450 XP)

Shapechanger. The malaugrym can use its action to polymorph into any creature of less than deity status, or back into its true form. Most malaugryms have one or two forms they prefer. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying is absorbed or borne by the new form (the malaugrym's choice). It reverts to its true form if it dies.

Magic Resistance. The malaugrym has advantage on saving throws against spells and other magical effects.

Silver Anathema. The malaugrym cannot heal damage caused by silvered weapons naturally.

Actions

Multiattack. The malaugrym attacks three times with its tentacles.

Tentacle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Variant: Warrior Malaugrym

A warrior malaugrym wearing plate armour (AC 18) and wielding a greatsword has a challenge rating of 3 (700 XP), Strength and Constitution scores of 16 (+3), 60 (8d8 + 24) hp, and the following additional action options while in humanoid form:

  • Multiattack. The malaugrym makes two greatsword attacks.
  • Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Variant: Spy Malaugrym

A spy malaugrym wearing studded leather (AC 15) and wielding shortwords has a challenge rating of 3 (700 XP), +5 to Investigation, Persuasion, Sleight of Hand, and Stealth checks, +3 to Insight and Perception checks, a passive Perception score of 13, and the folllowing additional traits:

  • Cunning Action. On each of its turns, the malaugrym can use a bonus action to take the Dash, Disengage, or Hide action.
  • Sneak Attack (1/Turn). The malaugrym deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the malaugrym that isn't incapacitated and the malaugrym doesn't have disadvantage on the attack roll.

A spy malaugrym also has the following additional action options while in humanoid form:

  • Multiattack. The malaugrym makes three shortsword attacks.
  • Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Variant: Priest Malaugrym

Most malaugrym priests worship evil deities such as Bane, Cyric, Mask, and Shar.

A priest malaugrum wearing half plate (AC 17) and wielding a mace has a challenge rating of 3 (700 XP), a Wisdom score of 16 (+3), +5 to Religion checks, a passive Perception score of 13, and the following additional trait:

Spellcasting. The malaugrym is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The malaugrym has the following cleric spells prepared:

Cantrips: chill touch, mage hand, prestidigitation, ray of frost
1st level (4 slots): command, cure wounds, inflict wounds, ray of sickness
2nd level (3 slots): blindness/deafness, hold person
3rd level (2 slots): animate dead, vampiric touch

A priest malaugrym also has the following additional action options while in humanoid form:

  • Multiattack. The malaugrym makes two mace attacks.
  • Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 3 (1d6) necrotic damage.

Meazel

Meazels are evil humanoid creatures slightly smaller than humans. They carry a vicious skin disease that makes them appear hideous but can be fatal to others. In 3.0 they have the Sneak Attack and Evasion (which rogues get at level 2, not 7) abilities of the rogue; I've removed Evasion and opted not to grant them Cunning Action, for simplicity's sake.

Their CR ended up being a lot lower - from 4 to 1/2 - but I think that's okay; I don't really get why it was that high in the first place. For comparison, the meazel gets two attacks - 1d4 claws with no damage bonus - each of which might get an additional 3d6 damage from Sneak Attack (there's no per-turn limit in 3e), for 26 damage/round. The ibrandlin, which is one point of CR higher, gets four claws and a bite, for 86 damage/round. Meazel has 18 hp, ibrandlin has 135. Meazel has +4 to hit, ibrandlin has +18. I don't get it.


Meazel

Medium humanoid (meazel), chaotic evil


  • Armor Class 12
  • Hit Points 27 (6d8)
  • Speed 30 ft., swim 15 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 11 (+0) 6 (−2) 11 (+0) 7 (−2)

  • Skills Sleight of Hand +4, Stealth +6
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common
  • Challenge 1/2 (100 XP)

Sneak Attack (1/Turn). The meazel deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the meazel that isn't incapacitated and the meazel doesn't have disadvantage on the attack roll.

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies.

Myrlochar

The myrlochar is a demonic spider creature similar to a bebilith but not nearly as powerful. Their main attack is their bite, which can permanently drain hit points and either paralyze targets or reverse gravity for them. They can levitate, and move in complete silence.

I've removed their permanent hit point drain, since that's just not the sort of thing that happens in 5e, and had the target's maximum hit points decrease by 1 automatically with every attack, otherwise working identically to that of a wraith. I replaced their levitation with a hovering fly speed since that's more standardized and easily understood, and removed their ability to cast hold monster with their bite to keep the ability simple (and the reverse gravity effect is just so much more fun, anyways).


Myrlochar

Medium fiend (demon), chaotic evil


  • Armor Class 14 (natural armour)
  • Hit Points 27 (6d8)
  • Speed 20 ft., climb 40 ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 13 (+1) 12 (+1) 12 (+1) 10 (+0)

  • Skills Stealth +4, Perception +5
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10
  • Languages Abyssal, Undercommon
  • Challenge 1 (200 XP)

Silent Step. The myrlochar moves in complete silence. It has advantage on Dexterity (Stealth) checks which partially rely on moving silently.

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

Web Sense. While in contact with a web, the myrlochar knows the exact location of any other creature in contact with the same web.

Web Walker. The myrlochar ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a creature, its hit points maximum is reduced by 1, and it must succeed on a DC 10 Charisma saving throw or fly towards the ceiling as if affected by the reverse gravity spell for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Nishruu

Nishruu are weird gaseous creatures which subsist on magical energy. They are interesting in that they have no abilities which deal damage; their only method of interacting with "opponents" is to drain their magical items and prepared spells. But it feels wrong to try to split up Absorb Magic so it has to be actively used.



Nishruu

Large aberration, chaotic neutral


  • Armor Class 10
  • Hit Points 170 (20d10 + 60)
  • Speed fly 20 ft. (hover)

STR DEX CON INT WIS CHA
2 (−4) 10 (+0) 16 (+3) 13 (+1) 15 (+2) 13 (+1)

  • Skills Arcana +4, Perception +5, Stealth +3
  • Damage Resistances cold
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities charmed, frightened
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Nishruu
  • Challenge 5 (1,800 XP)

Absorb Magic. The nishruu feeds on magic. The nishruu can absorb any spell that targets it, or any spell that affects the nishruu and includes the nishruu in its area. The absorbed spell's effect is cancelled, and the nishruu gains temporary hit points equal to the damage the spell would have dealt, or equal to the spell's level if the spell does not deal damage.

A nishruu in contact with a magic item with charges drains 1 charge from the item (If this trait expends the last charge of an item, the item might be destroyed or otherwise affected; see the item's description for details). If the nishruu drains a charge from an item, it cannot drain another charge from the same item until the beginning of its next turn. A magic item without charges does not function while in contact with a nishruu and for 1 minute afterwards, except for artifacts, which regain their magic after 1 round. If a character within the nishruu's space attempts to use a potion or scroll, the item does not take effect until 1 minute after the character leaves the nishruu's space.

Air Form. The nishruu can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Charge Magic. Any magic item with charges that is in contact with the nishruu when it dies regains all expended charges. A magic weapon that strikes the killing blow against the nishruu functions as a ring of spell storing for 10 days.

Salt Vulnerability. The nishruu is poisoned by salt. A handful of thrown salt deals 10 (3d6) poison damage to the nishruu.

Actions

Spell Drain. The nishruu causes a spellcaster in its space to lose a spell slot of a random level. A spellcaster that loses a spell slot from this ability must succeed on a DC 14 Wisdom saving throw or become feebleminded, as the spell.

Nyth

Nyths are glowing balls of light that resemble will o' wisps. They can turn invisible like a will o' wisp, and can fire magic missiles, reflect such missiles fires at them, and absorb fire and lightning damage.

Even though will o' wisps were changed from aberrations to undead in 5e, I decided to leave the Nyth as an aberration as one more way to differentiate the two. Nyths also aren't incorporeal, though neither were will o' wisps in 3.0. In 3.0 will o' wisps were one CR higher than nyths (6 and 5, respectively). Since will o' wisps were nerfed to CR 2 in 5e, I've decided to also set the Nyth at CR 2.


Nyth

Small aberration, lawful evil


  • Armor Class 19
  • Hit Points 21 (6d6)
  • Speed 0 ft., fly 50 ft. (hover)

STR DEX CON INT WIS CHA
6 (−2) 28 (+9) 10 (+0) 11 (+0) 14 (+2) 12 (+1)

  • Damage Immunities fire, lightning
  • Condition Immunities charmed, frightened
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Common
  • Challenge 2 (450 XP)

Energy Absorbtion. Whenever the nyth is subjected to fire or lightning damage, it takes no damage and gain temporary hit points equal to the fire or lightning damage dealt. If the nyth ever has 21 or more temporary hit points gained from this trait, it splits into two nyths, each with half of the original nyth's hit point total plus its temporary hit points.

Innate Spellcasting (Recharge 4-6). The nyth can innately cast magic missile, requiring no material components. Its innate spellcasting aiblity is Charisma.

Reflect Magic Missiles. The nyth reflects magic missile darts aimed at itself back at the caster.

Silence. The nyth moves in complete silence. It has advantage on Dexterity (Stealth) checks which partially rely on moving silently.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 piercing damage.

Invisibility. The nyth magically becomes invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell).

Phaerimm

Phaerimms are evil, sorcerous aberrations that look like 10-foot-long windsocks. Their tail stingers are poisonous, they are resistant to magic, have truesight out to 120 feet, fly as the spell, and don't require any components for their spells. I've removed the ignoring of components, since it just isn't really necessary in 5e and overcomplicates the ability. I removed their bite attack because it was a secondary attack anyways. Phaerimm disdain physical combat, only attacking with their claws as a last resort. However, it is acceptable for younger phaerimms who lack potent magical abilities to carry swords for self-defense.


Hatchling Phaerimm

Small aberration, neutral evil


  • Armor Class 15 (natural armour)
  • Hit Points 35 (10d6)
  • Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
8 (−1) 15 (+2) 10 (+0) 13 (+1) 13 (+1) 15 (+2)

  • Skills Arcana +5
  • Senses truesight 120 ft., passive Perception 11
  • Languages Common, telepathy 120 ft.
  • Challenge 1 (200 XP)

Magic Resistance. The phaerimm has advantage on saving throws against spells and other magical effects.

Spellcasting. The phaerimm is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following sorcerer spells prepared:

Cantrips: acid splash, friends, mage hand, minor illusion, prestidigitation
1st level (4 slots): charm person, magic missile, silent image, sleep
2nd level (3 slots): detect thoughts, hold person, suggestion

Actions

Multiattack. The phaerimm makes five attacks: four with its claws and one with its sting. It can make a longsword attack in place of a claw attack.

Claw. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) slashing damage.

Longsword. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 3 (1d8 - 1) slashing damage.

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage and the target must succeed on a DC 10 Constitution saving throw or begin to levitate, as the spell. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Juvenile Phaerimm

Medium aberration, neutral evil


  • Armor Class 16 (natural armour)
  • Hit Points 77 (14d8 + 14)
  • Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 12 (+1) 15 (+2) 15 (+2) 17 (+3)

  • Skills Arcana +6
  • Senses truesight 120 ft., passive Perception 12
  • Languages Common, telepathy 120 ft.
  • Challenge 3 (700 XP)

Magic Resistance. The phaerimm has advantage on saving throws against spells and other magical effects.

Spellcasting. The phaerimm is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has the following sorcerer spells prepared:

Cantrips: acid splash, friends, mage hand, minor illusion, prestidigitation
1st level (4 slots): charm person, magic missile, silent image, sleep
2nd level (3 slots): detect thoughts, hold person, suggestion
3rd level (3 slots): dispel magic, fireball, hypnotic pattern
4th level (2 slots): blight, dimension door

Actions

Multiattack. The phaerimm makes five attacks: four with its claws and one with its sting. It can make a longsword attack in place of a claw attack.

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.

Sting. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d6) piercing damage and the target must succeed on a DC 11 Constitution saving throw or begin to levitate, as the spell. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Adult Phaerimm

Large aberration, neutral evil


  • Armor Class 17 (natural armour)
  • Hit Points 120 (16d10 + 32)
  • Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 14 (+2) 17 (+3) 17 (+3) 19 (+4)

  • Skills Arcana +9
  • Senses truesight 120 ft., passive Perception 13
  • Languages Common, telepathy 120 ft.
  • Challenge 7 (2,900 XP)

Magic Resistance. The phaerimm has advantage on saving throws against spells and other magical effects.

Spellcasting. The phaerimm is an 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It has the following sorcerer spells prepared:

Cantrips: acid splash, friends, mage hand, minor illusion, prestidigitation
1st level (4 slots): charm person, magic missile, silent image, sleep
2nd level (3 slots): detect thoughts, hold person, suggestion
3rd level (3 slots): dispel magic, fireball, hypnotic pattern
4th level (3 slots): blight, dimension door, greater invisibility
5th level (2 slots): dominate person, telekinesis
6th level (1 slots): disintegrate

Actions

Multiattack. The phaerimm makes five attacks: four with its claws and one with its sting.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Sting. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 4 (1d8) piercing damage and the target must succeed on a DC 13 Constitution saving throw or begin to levitate, as the spell. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Elder Phaerimm

Huge aberration, neutral evil


  • Armor Class 18 (natural armour)
  • Hit Points 208 (22d10 + 32)
  • Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
20 (+5) 9 (−1) 16 (+3) 19 (+4) 19 (+4) 21 (+5)

  • Skills Arcana +9
  • Senses truesight 120 ft., passive Perception 13
  • Languages Common, telepathy 120 ft.
  • Challenge 11 (7,200 XP)

Magic Resistance. The phaerimm has advantage on saving throws against spells and other magical effects.

Spellcasting. The phaerimm is an 16th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It has the following sorcerer spells prepared:

Cantrips: acid splash, friends, mage hand, minor illusion, prestidigitation
1st level (4 slots): charm person, magic missile, silent image, sleep
2nd level (3 slots): detect thoughts, hold person, suggestion
3rd level (3 slots): dispel magic, fireball, hypnotic pattern
4th level (3 slots): blight, dimension door, greater invisibility
5th level (2 slots): dominate person, telekinesis
6th level (1 slots): disintegrate
7th level (1 slots): prismatic spray
8th level (1 slots): dominate monster

Actions

Multiattack. The phaerimm makes five attacks: four with its claws and one with its sting.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.

Sting. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 7 (2d6) piercing damage and the target must succeed on a DC 15 Constitution saving throw or begin to levitate, as the spell. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Planetouched, Fey'ri

The Fey'ri, or daemonfey, are a variant of the tiefling, an elf with distant demonic blood. They have all normal elf traits, can change shape at will like an incubus, and have a number of demonic abilities.

I kept the fey'ri's Constitution penalty on the statblock because, even though races don't usually have ability score penalties in 5e, I believe that that's a game design principle and not a worldbuilding rule. Elves are frailer than other races, just like in every single other relevant previous edition, but PC elves don't have a penalty because that's no fun.

I thought about going with a more powerful NPC to represent the average fey'ri, like what was done with the tanarukk, but instead decided to make two different NPC statblocks - a CR 1/2 "1st-level" fey'ri, and a CR X fey'ri sorcerer - as well as a template which can be applied to a generic NPC statblock, a toned-down PC race, and a racial feat to restore some of the abilities that needed to be cut.


Fey'ri

Medium fiend (demon, elf), chaotic evil


  • Armor Class 15 (chain shirt)
  • Hit Points 17 (5d8 − 5)
  • Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 9 (−1) 15 (+2) 12 (+1) 15 (+2)

  • Skills Deception +4, Perception +3, Stealth +5
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Abyssal, Elvish, Common
  • Challenge 1/2 (100 XP)

Shapechanger. The fey'ri can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fey'ri loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Demonic Abilities. The fey'ri has up to four random traits from the Demonic Abilities table.

Fey Ancestry. The fey'ri has advantage on saving throws against being charmed, and magic can't put the fey'ri to sleep.

Actions

Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.


Fey'ri Sorcerer

Medium fiend (demon, elf), chaotic evil


  • Armor Class 13 (16 with mage armour)
  • Hit Points 44 (12d8 − 12)
  • Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA
8 (−1) 16 (+3) 9 (−1) 17 (+3) 14 (+2) 19 (+4)

  • Skills Arcana +6, Deception +7, Perception +5, Stealth +6
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Abyssal, Elvish, Common
  • Challenge 5 (100 XP)

Shapechanger. The fey'ri can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fey'ri loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Demonic Abilities. The fey'ri has up to four random traits from the Demonic Abilities table.

Fey Ancestry. The fey'ri has advantage on saving throws against being charmed, and magic can't put the fey'ri to sleep.

Spellcasting. The fey'ri is an 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It has the following sorcerer spells prepared:

Cantrips: fire bolt, friends, light, mage hand, minor illusion, prestidigitation
1st level (4 slots): detect magic, mage armour, magic missile, shield
2nd level (3 slots): hold person, invisibility, misty step
3rd level (3 slots): dispel magic, fireball
4th level (3 slots): confusion, dimension door
5th level (2 slots): cone of cold, telekinesis

Actions

Multiattack. The fey'ri makes two weapon attacks.

Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Demonic Abilities

A fey'ri NPC has up to four of the following special traits, while a fey'ri PC has one.

  • charm person 1/day
  • clairvoyance 1/day
  • darkness 1/day
  • detect thoughts 1/day
  • resistance to fire damage
  • resistance to lightning damage
  • resistance to poison damage and advantage on saving throws against poison.

The following traits cost two traits. These traits cannot be chosen by a fey'ri PC at 1st-level. For example, a Fey'ri NPC could have up to two of these traits, or one of these traits and up to two from the above list. Having one of these traits might increase the fey'ri's CR.

  • blight 1/day
  • dimension door 1/day
  • resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons

If you're unsure about the balance of any of these options, feel free to limit their availability to PC fey'ri; these options are mostly meant for NPCs and to reflect how fey'ri work in 3.0. For example, letting a level 4 PC to take the fey'ri racial feat and cast blight 1/day would be horribly unbalanced.

Fey'ri NPCs

When altering a generic NPC to be a fey'ri, make the following adjustments to its statblock:

  • The fey'ri's type is fiend (demon, elf).
  • The fey'ri's alignment is chaotic evil.
  • The fey'ri has a fly speed of 40 ft.
  • The fey'ri has darkvision out to 60 feet.
  • The fey'ri has the Shapechanger and Fey Ancestry traits from the Fey'ri statblock.
  • The fey'ri has up to four traits from the Demonic Abilities table.

Fey'ri Elf

Fey'ri are elves with distant demonic ancestry.

Ability Score Increase. Your Intelligence or Charisma score increases by 1.

Extra Language. You can speak, read, and write Abyssal.

Demonic Ability. You have two traits from the Demonic Abilities list.

Racial Feat: Daemonfey Magic

Prerequisite: Elf (fey'ri) You gain the following benefits:

  • You can use your action to polymorph into a Small or Medium humanoid, or back into your true form. If your new form does not have wings, you lose your flying speed. Other than your size and speed, your statistics are the same in each form. Any equipment you are wearing or carrying isn't transformed. You revert to your true form if you die.
  • You grow bat wings. You have a flying speed of 40 feet. To use this speed, you can't be wearing medium or heavy armour.
  • You choose 2 additional traits from the Demonic Abilities list.

Shalarin

The shalarin are a race of merfolk-like aquatic creatures. They don't have any special abilities, but they do have their own unique types of armour: silverweave and pearl. Aside from that, I'm not really sure what the difference between a merfolk and a shalarin is supposed to be.


Shalarin

Medium humanoid (shalarin), neutral


  • Armor Class 15 (silverweave armour)
  • Hit Points 9 (2d8)
  • Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 10 (+0) 11 (+0) 11 (+0) 11 (+0)

  • Senses passive Perception 10
  • Languages Aquan
  • Challenge 1/4 (50 XP)

Water Breathing. The shalarin can breathe only underwater.

Actions

Trident. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 7 (1d10 + 2) piercing damage if used with two hands to make a melee attack.

Shalarin Armour

Shalarin have two types of armour which are only found among their own. Silverweave armour is mostly identical to chain shirts. Pearl armour is identical to half plate. A shalarin's swim speed is reduced by 10 feet while wearing armour which imposes disadvantage on stealth checks.

Sharn

The sharn embody magical chaos. They have massive black and silver coiling bodies, including three heads and three arms, each of which has 3 hands.

They cast spells as both sorcerers and clerics. It was a tough decision whether to keep the classes seperate or combine them how spellcasting usually works in 5e; I've decided to keep them seperate, since it seems to follow how the sharn is supposed to work better.

They can create up to three small hexagonal portals through which it can see, cast spells, and attack; it has the Evasion ability; they can never be polymorphed, and nothing else can polymorph into a shape even approximating a sharn; and they have regeneration.

The most iconic ability of the sharn is their Independent Action, where each of the Sharn's three heads gets an action. As of 3.5e, a Sharn can take two standard actions and a move action (such as casting two spells and moving its speed), or a full round action and a standard action (such as making all 12 attacks - 3 bites, 9 claws - and casting a spell). I've decided to convert this ability by allowing the sharn to just take two actions on its turn, except the Multiattack action.

Their CR ended up being a lot higher than it is in 3e.



Sharn

Large aberration, chaotic neutral


  • Armor Class 15
  • Hit Points 136 (13d10 + 65)
  • Speed 10 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 20 (+5) 18 (+4) 18 (+4) 20 (+5)

  • Saving Throws Dex +9, Wis +8, Cha +9
  • Skills Arcana +8, Deception +9, Insight +8, Perception +8, Persuasion +9
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities charmed, frightened
  • Senses darkvision 60 ft., passive Perception 18
  • Languages Sharn
  • Challenge 10 (5,900 XP)

Independent Action. The sharn can take two actions on its turn. The sharn can only take the Multiattack action once per turn, and can only cast one spell from each of its spellcasting classes per turn.

Magic Resistance. The sharn has advantage on saving throws against spells and other magical effects.

Cleric Spellcasting. The sharn is an 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared:

Cantrips: sacred flame, spare the dying, thaumaturgy
1st level (3 slots): cure wounds, guiding bolt, inflict wounds
2nd level (2 slots): hold person, spiritual weapon
3rd level (1 slots): mass healing word

Sorcerer Spellcasting. The sharn is an 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It has the following sorcerer spells prepared:

Cantrips: fire bolt, friends, minor illusion, prestidigitation
1st level (3 slots): detect magic, magic missile, shield
2nd level (2 slots): invisibility, mirror image
3rd level (2 slots): dispel magic, fireball
4th level (1 slots): confusion

Actions

Multiattack. The sharn makes twelve attacks: three with its bites and nine with its claws.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 3 (1d6) slashing damage.

Create Hex Portals. The sharn creates up to three miniature hexagonal portals within 20 feet of itself through which it can see, cast spells, and make melee attacks. The sharn can use its bonus action to move any number of the portals up to 20 feet. If a portal is ever more than 100 feet away from the sharn, it disappears.

Siv

Sivs are frog-headed swamp-dwelling humanoids that often take levels as monks. They can walk on water and are resistant to cold. I've included a low-CR base siv and higher-CR siv meant to imitate a mid-level monk.



Siv

Medium humanoid (siv), lawful evil


  • Armor Class 12
  • Hit Points 9 (2d8)
  • Speed 40 ft., swim 20 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 11 (+0) 11 (+0) 11 (+0) 8 (−1)

  • Damage Resistances cold
  • Senses passive Perception 10
  • Languages Bullywug
  • Challenge 1/4 (50 XP)

Amphibious. The siv can breathe air and water.

Water Walking. The siv can walk on water.

Actions

Siangham. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.


Siv Monk

Medium humanoid (siv), lawful evil


  • Armor Class 17
  • Hit Points 60 (11d8 + 11)
  • Speed 50 ft., swim 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 13 (+1) 11 (+0) 16 (+3) 8 (−1)

  • Skills Acrobatics +6, Stealth +6
  • Damage Resistances cold
  • Senses passive Perception 13
  • Languages Bullywug
  • Challenge 3 (50 XP)

Amphibious. The siv can breathe air and water.

Unarmoured Defence. While the siv is wearing no armour and wielding no shield, its AC includes its Wisdom modifier.

Water Walking. The siv can walk on water.

Actions

Multiattack. The siv makes three siangham attacks or three sling attacks.

Siangham. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Sling. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.

Spectral Panther

Spectral panthers are mysterious creatures which radiate a fear aura and can become incorporeal three times per day.


Spectral Panther

Large monstrosity, neutral evil


  • Armor Class 16 (natural armour)
  • Hit Points 51 (6d10 + 18)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 16 (+3) 13 (+1) 14 (+2) 15 (+2)

  • Skills Stealth +5
  • Senses darkvision 120 ft., passive Perception 12
  • Languages
  • Challenge 3 (700 XP)

Keen Smell. The panther has advantage on Wisdom (Perception) checks that rely on smell.

Magic Weapons. The panther's weapon attacks are magical.

Spectral Form (3/Day). As a bonus action on its turn, the spectral panther can become incorporeal. The panther can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. The panther also gains resistance to acid, cold, fire, lightning, and thunder damage, and becomes immune to poison damage and bludgeoning, piercing, and slashing damage from nonmagical weapons.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) piercing damage.

Spider, Sword

A sword spider's signature attack is their ability to jump into the air and stab down with their legs, which are as sharp as blades. I had to increase their CR a couple points, because 7 damage is a lot of damage when it's getting multiplied by 8.

I decided to have Impalement act as a single source of damage, since that's simpler. Instead of having the amount of legs hit depend on size, I set it to a flat 8d6 + 4 damage: more than four individual legs, but less than it could deal with Multiattack against multiple creatures.


Sword Spider

Large beast, unaligned


  • Armor Class 14 (natural armour)
  • Hit Points 112 (15d10 + 30)
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 14 (+2) 3 (−4) 11 (+0) 4 (−3)

  • Skills Stealth +6
  • Senses blindsight 10 ft., darkvision 120 ft., passive Perception 10
  • Languages
  • Challenge 7 (700 XP)

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

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.

Actions

Multiattack. The spider makes nine attacks: one with its bite and eight with its legs. The spider can only make up to four leg attacks against any single creature.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. 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.

Leg. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Impale. If the spider jumps at least 10 feet as part of its movement, it can then use this action to impale a creature within 5 feet with its legs. The creature must make a DC 15 Dexterity saving throw, taking 32 (8d6 + 4) piercing damage on a failed save, or half as much damage on a successful one.

Stinger

The stingers are centaur-like creatures with a red-skinned humanoid upper body and the lower body of a scorpion. They have a poisonous stinger, and their most interesting ability is their Bolthole Magic, which allows them to magically move up or down 20 feet to an open space as long as their is at least a foot of dirt in the intervening space.


Stinger

Large monstrosity, neutral evil


  • Armor Class 13 (natural armour)
  • Hit Points 75 (10d10 + 20)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 15 (+2) 10 (+0) 10 (+0) 13 (+1)

  • Skills Perception +4, Stealth +6, Survival +4
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 14
  • Languages Tlincalli
  • Challenge 4 (1,100 XP)

Bolthole Magic. As a bonus action on its turn, the stinger can move 20 feet straight up or down, as long as it passes through at least a foot of earth during its movement. If this would place the stinger in a solid object, the stinger remains in place but takes 5 (1d10) force damage.

Actions

Multiattack. The stinger makes three attacks: two with its chain and one with its stinger.

Chain. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (2d4 + 3) slashing damage.

Stinger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.

Tall Mouther

The tall mouther is the natural predator of halflings. It appears as a large, gorilla-like head supported by a whirlwind of blue-furred arms.


Tall Mouther

Large aberration, neutral


  • Armor Class 14
  • Hit Points 105 (14d10 + 28)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 19 (+4) 15 (+2) 8 (−1) 10 (+0) 7 (−2)

  • Skills Perception +3, Survival +3
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Common, Halfling
  • Challenge 5 (1,100 XP)

Arrow Evasion. The mouther's whirling arms and constantly shifting head impose disadvantage on all ranged weapon attacks made against it.

Actions

Multiattack. The mouther makes five attacks: one with its bite and four with its slams.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage.

Tomb Tapper

The tomb tappers are faceless netherese constructs which collect magic items. They are blind and see using sonar. They have a couple stone-related spell-like abilities, and can detect magic at will.


Tomb Tapper

Huge construct, neutral


  • Armor Class 19 (natural)
  • Hit Points 150 (12d12 + 72)
  • Speed 40 ft., burrow 20 ft.

STR DEX CON INT WIS CHA
24 (+7) 10 (+0) 22 (+6) 14 (+2) 11 (+0) 16 (+3)

  • Skills Perception +8
  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses blindsight 120 ft. (blind beyond this radius), tremorsense 60 ft., passive Perception 18
  • Languages understands Common and Lorass but can't speak, telepathy 120 ft.
  • Challenge 10 (5,900 XP)

Echolocation. The tomb tapper can't use its blindsight while deafened.

Innate Spellcasting. The tomb tapper's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:

At will: detect magic
3/day: spike growth
7/day: stone shape

Actions

Multiattack. The tomb tapper makes three attacks: one with its bite and two with its warhammer.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) piercing damage.

Warhammer. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

Unicorn, Black

Black unicorns are unicorns corrupted by the evil influence of the Red Wizards. In 3.0 they are very similar to regular unicorns, just with a few abilities reversed here and there. However, the 5e unicorn is a little more complex than the 3.0 one, so I had to take some creative liberties.



Black Unicorn

Large fiend, chaotic evil


  • Armor Class 12
  • Hit Points 67 (9d10 + 18)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 14 (+2) 17 (+3) 19 (+4)

  • Damage Immunities poison
  • Condition Immunities charmed, paralyzed, poisoned
  • Senses darkvision 120 ft., passive Perception 13
  • Languages Abyssal, Celestial, Elvish, Sylvan, telepathy 60 ft.
  • Challenge 5 (1,800 XP)

Charge. If the unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Innate Spellcasting. The unicorn's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:

At will: detect evil and good, pass without trace, thaumaturgy
1/day each: compelled duel, darkness, dispel evil and good

Magic Resistance. The unicorn has advantage on saving throws against spells and other magical effects.

Magic Weapons. The unicorn's weapon attacks are magical.

Actions

Multiattack. The unicorn makes two attacks: one with its hooves and one with its horn.

Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Enervating Touch (3/Day). The unicorn touches a target within 5 feet, flooding them with necrotic energy. The target must make a DC 15 Constitution saving throw, taking 22 (4d10) necrotic damage on a failure, or half as much damage on a success.

Teleport (1/Day). The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to any location on the same plane that the unicorn has previously seen.

Legendary Actions

The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The unicorn regains spent legendary actions at the start of its turn.

Hooves. The unicorn makes one attack with its hooves.

Hateful Shroud. The unicorn creates a cloudy, magical field around a creature it can see with 60 feet of it. The target takes a -2 penalty to AC until the end of the unicorn's next turn.

Bolster Self. The unicorn magically gains 11 (2d8+2) temporary hit points.

Wemic

The wemic is a centauroid creature with the upper body of a human and the lower body of a lion. They didn't have any special abilities, so I gave them the lion's Keen Smell, Pounce, and Running Leap traits. I reduced their Strength score to mirror the Lion's strength decrease in 5e. I changed their main weapon to a spear to give them some amount of ranged combat ability.


Wemic

Large monstrosity, neutral


  • Armor Class 13 (shield)
  • Hit Points 52 (8d10 + 8)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 12 (+1) 11 (+0) 11 (+0) 9 (−1)

  • Skills Athletics +6, Perception +2, Stealth +5, Survival +2
  • Senses passive Perception 12
  • Languages Common, Sylvan
  • Challenge 3 (700 XP)

Keen Smell. The wemic has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the wemic moves at least 20 feet straight toward a creature and then hits it with a claw 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, the wemic can make one spear attack against it as a bonus action.

Running Leap. With a 10-foot running start, the wemic can long jump up to 25 feet.

Actions

Multiattack. The wemic makes two attacks: one with its claws and one with its spear.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d8 + 3) piercing damage, or 8 (1d10 + 3) piercing damage if used with two hands to make a melee attack.

Zombie, Tyrantfog

These wretched undead are the remains of worshipers of evil deities struck down by the raw power of another evil deity. Their claws carry a minor disease; like with the meazel, I made it identical to the diseased rat's disease. The zombie's main ability is their Sickening Cloud, which in 3e causes a small amount of Con damage; for the conversion, I just had it deal some poison damage.


Tyrantfog Zombie

Medium undead, neutral evil


  • Armor Class 10
  • Hit Points 45 (6d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 16 (+3) 6 (−2) 13 (+1) 13 (+1)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses passive Perception 11
  • Languages understands the languages it knew in life but can't speak
  • Challenge 1/2 (100 XP)

Sickening Cloud. When a creature moves within 5 feet of the zombie for the first time on its turn or starts its turn there, it must succeed on a DC 13 Constitution saving throw or take 11 (2d10) poison damage and become poisoned for 1 minute. Whether it succeeds or fails, the creature is immune to any tyrantfog zombie's sickening cloud for 1 hour.

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies.

Beast of Xvim

The beasts of Xvim are manifestations of the god Iyachtu Xvim, ordinary animals transformed by his will. Most are black-furred, and their eyes and mouths glow green.

I decided the best way to represent the beasts of Xvim are as a template, like a Half-Dragon.

Beast of Xvim Template

Any creature can become a beast of Xvim, though Xvim prefers animals such as bats, black dogs, black cats, hawks, and vultures, or monsters such as beholders, green or blue dragons, hell hounds, cockatrices, imps, evil nagas, and undead creatures.

Senses. The beast of Xvim gains darkvision with a radius of 60 feet.

Immunities. The beast of Xvim gains immunity to poison damage and the frightened and poisoned conditions.

Ability Score Adjustment. The beast of Xvim's Intelligence and Charisma scores are at least 6 (−2).

Feed. A beast of Xvim can feed on the corpse of a humanoid that it killed that has been dead for less than 10 minutes, devouring both flesh and soul in doing so. This feeding takes at least 1 minute, and it destroys the victim's body. The victim's soul is trapped in the beast for 24 hours, after which time it is digested. If the beast dies before the soul is digested, the soul is released. While a humanoid's soul is trapped in a beast of Xvim, all forms of revival automatically fail.

New Action: Frightful Presence. The beast of Xvim gains the following action option. If the beast has the Multiattack action, it can use this action option once when it uses its Multiattack. The saving throw DC for the ability is equal to 8 + the beast's proficiency bonus + the beast's Charisma modifier. Frightful Presence. Each creature of the beast's choice that is within 30 feet of the beast and aware of it must succeed on a Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the beast's Frightful Presence for the next 24 hours.

Curst

Cursts are undead humanoids trapped under a curse that will not let them die. They are resistant to magic and turning, and are immune to cold and fire. In 3e Cursts regenerated one hit point per hour, but that kind of thing isn't what Regeneration is used for in 5e often. I replaced it with a trait based on the Naga's Rejuvenation. I've also removed the magic resistance, since it was removed from most creatures upon conversion to 5e and I don't see a particular reason to keep it here.

Even though the Curst was a template in 3e, since the very similar Revenant was changed to single creature I figured that the Curst would work best that way as well. I'm basing the statblock mostly off of the 5th-level Fighter example Curst.


Curst

Medium undead, any neutral


  • Armor Class 13 (leather armour)
  • Hit Points 37 (5d8 + 15)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 8 (−1) 11 (+0) 10 (+0)

  • Damage Immunities cold, fire, poison
  • Condition Immunities poisoned
  • Senses passive Perception 10
  • Languages the languages it knew in life
  • Challenge 1 (200 XP)

No Smell. The curst does not have a sense of smell.

Rejuvenation. The curst cannot die. A curst that drops to 0 hit points becomes paralyzed. A curst paralyzed in this way regains 5 hit points every hour, and is no longer paralyzed when it regains all of its hit points. A curst regrows lost body parts when it takes a long rest. A decapitated curst instead regains 1 hit point per day, as its body gradually regrows.

Turn Immunity. The curst is immune to any effect that turns undead.

Actions

Multiattack. The curst makes two melee attacks.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used in two hands.

Ghost

Monsters of Faerun comes with a handful of extra special attacks that ghosts might have access to. None of these special abilities normally affect a ghost's challenge rating, though giving them too many might. A ghost might not have the Withering Touch, Horrifying Visage, or Possession action options, especially if it has one of the action options from this list. Some ghosts might have immunity to one or more additional damage types, usually acid, fire, or lightning.

Chill Ray. Ranged Spell Attack: +5 to hit, range 90 ft., one target. Hit: 14 (4d6) necrotic damage, and the target's speed is reduced by 10 feet until the start of the ghost's next turn.

Deathsong (1/Day). The ghost begins to sing a hollow dirge for 1 minute. The ghost must concentrate on this ability as if concentrating on a spell. When the ghost uses this action and at the start of each of its turns until it stops singing, all living creatures within 90 feet must succeed on a DC 13 Wisdom saving throw or become frightened until the singing ends. A frightened creature drops what it is holding and must take the Dash action and move away from the ghost by the safest available route on each of its turns.

Life Drain. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d8) 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 target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Vengeful Strike. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage. If the target is the ghost's killer, its hit point maximum is reduced by an amount equal to the damage taken. This reduction can only be removed by a remove curse spell or similar effect.

Debilitating Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (3d6) necrotic damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the ghost's Debilitating Touch for the next 24 hours.

A ghost may also have one or more of the following traits:

Magic Resistance. The ghost has advantage on saving throws against spells and other magical effects.

Magical Radiance. All magic items within 60 feet of the ghost glow with a cold, white radiance, emitting dim light in a 5-foot radius. The ghost can suppress or resume this effect as a bonus action.

Ghost, Doomsphere

A doomsphere is the ghost of a beholder. They have a normal beholder's antimagic cone and Fear and Slowing rays, but have a series of unique eye rays. In addition to their normal ghost immunities, they are immune to lightning attacks.

Variant: Ghost Dragon

Just like with humanoids, sometimes when a dragon dies it remains in the world as a ghost. Adjust the ghost dragon's Challenge Rating for its new statistics. A ghost dragon is a normal dragon with the following adjustments to its statblock:

  • The dragon's Strength score becomes 7 (−2).
  • The dragon loses its natural armour, and its AC includes its Charisma modifier.
  • The dragon's walking speed becomes 0. It gains a flying speed of 40 feet if its flying speed was lower or it didn't have one.
  • The dragon is resistant to acid, fire, lightning, and thunder damage, and bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • The dragon is immune to cold, necrotic, and poison damage, and to the charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, and retrained conditions.
  • The dragon gains the Ethereal Sight and Incorporeal Movement traits of the ghost.
  • The dragon gains the Etherealness and Horrifying Visage action options of the ghost (DC = 8 + prof. + Charisma). If the dragon had the Frightful Presence action option, this is replaced by Horrifying Visage, and the dragon can use Horrifying Visage instead of Frightful Presence when it takes the Multiattack action.
  • The dragon loses the Change Shape action option if it had it.
  • The dragon deals necrotic damage with its weapon attacks instead of bludgeoning, piercing, or slashing damage. Damage of other types remains the same. Its weapon attacks become spell attacks, and use Charisma for attack and damage rolls. The target must succeed on a Constitution saving throw (DC = 8 + Prof. + Charisma) or its hit point maximum is reduced by an amount equal to the necrotic 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
  • The dragon gains the following breath weapon as an action option. The cone's area is 15 feet for a wyrmling, 30 for a young dragon, 60 for an adult, and 90 for an ancient dragon.

Aging Breath (1/Day). The dragon exhales grey mist in a cone. Each creature in that area must succeed on a Wisdom saving throw (DC = 8 + Prof. + Charisma) or age 1d4 × 10 years. If the creature fails its saving throw by 5 or more, it instead ages 1d10 × 10 years. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.



Doomsphere

Large undead, lawful evil


  • Armor Class 12
  • Hit Points 180 (19d10 + 76)
  • Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
7 (−2) 14 (+2) 18 (+4) 17 (+3) 15 (+2) 17 (+3)

  • Saving Throws Int +8, Wis +7, Cha +8
  • Skills Perception +12
  • Damage Resistances acid, fire, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities cold, lightning, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 120 ft., passive Perception 22
  • Languages Deep Speech, Undercommon
  • Challenge 13 (10,000 XP)

Antimagic Cone. The doomsphere creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the doomsphere decides which way the cone faces and whether the cone is active. The area works against the doomsphere's own eye rays.

Ethereal Sight. The doomsphere can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The doomsphere can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Withering Bite. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.

Etherealness. The doomsphere enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect ot be affected by anything on the other plane.

Eye Rays. The doomsphere shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

1. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened 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.

2. Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

3. Chill Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 28 (8d6) necrotic damage, and the target's speed is reduced by 10 feet until the start of the ghost's next turn.

4. Debilitating Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the doomsphere's Debilitating Ray for the next 24 hours.

5. Holding Ray. The targeted creature must succeed on a DC 16 Wisdom 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.

6. Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.

7. Animation Ray. The beholder casts animate dead on a single pile of bones or corpse with a range of 120 feet.

8. Boneshattering Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 28 (8d6) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails its save against the ray takes an additional 7 (2d6) bludgeoning damage at the start of its next turn and its speed is reduced by half until it completes a short or long rest.

9. Flesh Searing Ray. The targeted creature's flesh is seared away from the bone. The target must succeed on a DC 16 Dexterity saving throw or take 10 (4d4) acid damage. The target takes the damage again at the start of its next 4 turns.

10. Blighting Ray. The targeted creature must make a DC 16 Constitution saving throw. If the target is good-aligned, it takes 45 (10d8) necrotic damage and is poisoned for 1 minute on a failed save, or half as much damage on a successful one. A poisoned creature can repeat the save at the end of each of its turns, ending the poisoned condition on itself on a success. A neutral-aligned creature takes half damage and is not poisoned on a failed save and takes no damage on a successful save. An evil-aligned creature is unaffected by the ray.

Legendary Actions

The doomsphere can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The doomsphere regains spent legendary actions at the start of its turn.

Eye Ray. The doomsphere uses one random eye ray.



Ancient Silver Ghost Dragon

Gargantuan undead, lawful good


  • Armor Class 16
  • Hit Points 487 (25d20 + 225)
  • Speed fly 80 ft.

STR DEX CON INT WIS CHA
7 (−2) 10 (+0) 29 (+9) 18 (+4) 15 (+2) 23 (+6)

  • Saving Throws Dex +7, Con +16, Wis +9, Cha +13
  • Skills Arcana +11, History +11, Perception +16, Stealth +7
  • Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
  • Languages Common, Draconic
  • Challenge 24 (62,000 XP)

Spectral Deflection. The AC of the dragon includes its Charisma bonus.

Ethereal Sight. The dragon can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The dragon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Horrifying Visage. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Spell Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) necrotic damage.

Claw. Melee Spell Attack: +13 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) necrotic damage.

Tail. Melee Spell Attack: +13 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) necrotic damage.

Etherealness. The dragon enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

Horrifying Visage. Each non-undead creature within 60 feet of the dragon that can see it must succeed on a DC 21 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 this dragon's 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.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Cold Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one.

Paralyzing Breath. The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Aging Breath (1/Day). The dragon exhales grey mist in a 90-foot cone. Each creature in that area must succeed on a DC 21 Wisdom saving throw or age 1d4 × 10 years. If the creature fails its saving throw by 5 or more, it instead ages 1d10 × 10 years. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 10 (3d6) necrotic damage and become poisoned for 1 minute. The dragon can then fly up to half its flying speed. A poisoned target can make a DC 21 Constitution saving throw at the end of each of its turns, ending the poisoned condition on itself on a success.

Variant: Spectral Harpist

Spectral Harpists are the ghosts of Master Harpers who died with unfinished Harper service. They are normal ghosts, with the following adjustments:

  • The harpist is immune to lightning damage.
  • The harpist gains the Magic Resistance and Magical Radiance traits.
  • The harpist loses the ghost's Horrifying Visage and Possession action options.
  • The harpist gains the Deathsong action option.
Variant: Zhentarim Spirit

Zhentarim Spirits are the essences of Zhentarim wizards who seek revenge against their killers, whether they be enemies or treacherous comrades. A Zhentarim spirit is an ordinary ghost under the effects of mage armour (AC 15) with an Intelligence score of 17 (+3) and the ability to cast spells as a wizard. The following trait is appropriate for an average zhentarim spirit. Other zhentarim spirits might have different spells prepared, or cast spells as a wizard of a higher or lower level.

Spellcasting. The spirit is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The spirit has the following wizard spells prepared:

Cantrips: chill touch, dancing lights, mage hand, prestidigitation
1st level (3 slots): mage armour, magic missile, shield
2nd level (2 slots): hold person, suggestion
3rd level (1 slots): lightning bolt

A Zhenatarim Spirit also loses its Horrifying Visage action option, and its Withering Touch is replaced by Vengeful Strike.

Watchghost

Watchghosts are a type of ghost which are created by necromancers to server as guardians. One of these creatures can be animated with an 8th-level create undead spell.


Watchghost

Medium undead, neutral


  • Armor Class 12
  • Hit Points 45 (10d8)
  • Speed 0 ft., fly 40 ft.

STR DEX CON INT WIS CHA
7 (−2) 14 (+2) 10 (+0) 10 (+0) 12 (+1) 17 (+3)

  • Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 11
  • Languages any languages it knew in life
  • Challenge 2 (450 XP)

Ethereal Sight. The watchghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The watchghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Magic Resistance. The watchghost has advantage on saving throws against spells and other magical effects.

Magical Radiance. All magic items within 60 feet of the ghost glow with a cold, white radiance, emitting dim light in a 5-foot radius. The ghost can suppress or resume this effect as a bonus action.

Actions

Withering Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.

Chill Ray. Ranged Spell Attack: +5 to hit, range 90 ft., one target. Hit: 14 (4d6) necrotic damage, and the target's speed is reduced by 10 feet until the start of the watchghost's next turn.

Etherealness. The watchghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect ot be affected by anything on the other plane.

Lich

Monsters of Faerun also includes a series of optional action options for liches. None of these special attacks affect a Lich's challenge rating, though giving one too many might. A lich might not have the Paralyzing Touch action option or the Paralyzing Touch, Frightening Gaze, or Disrupt Life legendary action options.

Coldfire. Ranged Spell Attack: +12 to hit, range 60 ft., one target. Hit: 22 (4d10) cold damage.

Touch of Despair. The lich touches a creature within 5 feet. The target creature must make a DC 18 Wisdom saving throw. On a failed save, the creature has disadvantage on all attack rolls, ability checks, and saving throws for 1 minute, as it is overcoming with feelings of gloom. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. A creature which is immune to the Charmed condition is immune to this action.

Dream Haunting (1/Day). The lich visits the dreams of any sleeping creature it knows the exact location of. The subject experiences tormenting dreams, taking 11 (2d10) psychic damage. The creature does not gain the benefit of a long rest.

Grasp of Death (1/Day). The lich touches a creature within 5 feet. The target must succeed on a DC 18 Constitution saving throw or take 63 (14d8) necrotic damage. The target dies if this damage reduces it to 0 hit points.

Grasp of Enfeeblement. Melee Spell Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (4d8) necrotic damage, and the target deals only half damage with weapon attacks that use Strength 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 successful save.

A lich might also have one or more of the following legendary action options. Some of these options might assume the lich has a certain action option.

Coldfire. The lich uses its Coldfire.

Touch of Despair. The lich uses its Touch of Despair.

Painwrack Gaze. The lich fixes its gaze on one creature it can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw or take 18 (4d8) psychic damage.

Doom Gaze (Costs 3 Actions). The lich fixes its gaze on one creature it can see within 30 feet of it. The target must succeed on a DC 18 Constitution saving throw or take 63 (14d8) necrotic damage. The target dies if this damage reduces it to 0 hit points.

A lich might also have one or more of the following traits:

Voice of Malefience. If the lich speaks to a creature that can understand it for 10 consecutive minutes, the creature must succeed on a DC 18 Wisdom saving throw or fall into a sleepy trance. While in this trance state, the creature is incapacitated and answers truthfully any question the lich asks. The creature may attempt a new saving throw every hour, but for each consecutive hour the lich talks to the creature, the saving throw DC increases by 1. The trance ends if the creature takes any damage.

Magic Resistance. The lich has advantage on saving throws against spells and other magical effects.

Banelich

A banelich is a lich created by Bane out of one of his high priests. They cast spells as Clerics of at least 17th level. They gain the lich's Frightening Gaze, resistances, and immunities. They also can produce coldfire and have the touch of despair, and are resistant to magic.

Picking spells was a little tricky for this one; the PHB Cleric spell list seems to focus a lot on good-aligned Clerics, without much in the way of evil-ey Cleric spells. The Death-Domain spell list helps with levels 1-5, but past that there's basically nothing for an evil Cleric.

Lich, Good

In the Forgotten Realms, not all liches are evil. Two kinds of good liches in the realms are archliches and baelnorns. Archliches can be good-aligned spellcasters of any class, while baelnorns are always elves and usually wizards. A good lich might have the following action option:

Turn Undead (Recharges after a Short or Long Rest). Each undead creature within 30 feet of the lich that can see or hear it must succeed on a DC 18 Wisdom saving throw or be turned for 1 minute or until it takes any damage. A turned creature must spend its turn moving as far away from the lich as it can, and it can't willingly move into a space within 30 feet of the lich.

The lich might also have one or more of the following traits:

Swift Animation. The lich uses its action to cast animate dead.

Projection (3/Day). The lich can use its action to send forth a wraithlike likeness of itself up to one mile away for 1 hour. The lich can see through this projection and into the Ethereal Plane around it as well, can hear and speak through it, and even cast spells through it. The projection's statistics are the same as that of the lich, with the following exceptions: The projection can move through creatures and objects freely; it can fly with a speed of 20 feet; it can't carry solid objects, though it can push against or move small things with effort; and it loses any action or legendary action options. When the projection takes damage, the lich takes damage equal to half of the damage dealt to the projection. The projection vanishes when its hit points are reduced to 0.

Turning Immunity. The lich is immune to any effect that turns undead.



Banelich

Medium undead, neutral evil


  • Armor Class 17 (half plate)
  • Hit Points 135 (18d8 + 54)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 16 (+3) 18 (+4) 20 (+5) 16 (+3)

  • Saving Throws Con +10, Wis +12, Cha +10
  • Skills Arcana +11, History +11, Insight +12, Perception +12, Religion +18
  • Damage Resistances cold, lightning, necrotic
  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses truesight 120 ft., passive Perception 22
  • Languages Common plus up to four other languages
  • Challenge 21 (33,000 XP)

Legendary Resistance (3/Day). If the banelich fails a saving throw, it can choose to succeed instead.

Magic Resistance. The banelich has advantage on saving throws against spells and other magical effects.

Rejuvenation. If it has a phylactery, a destroyed banelich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Spellcasting. The banelich is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). The banelich has the following cleric spells prepared:

Cantrips: chill touch, guidance, thaumaturgy
1st level (4 slots): bane, command, false life, inflict wounds, ray of sickness
2nd level (3 slots): blindness/deafness, hold person, ray of enfeeblement, spiritual weapon
3rd level (3 slots): animate dead, bestow curse, speak with dead, vampiric touch
4th level (3 slots): blight, death ward
5th level (3 slots): antilife shell, cloudkill
6th level (1 slots): blade barrier, harm
7th level (1 slots): divine word, fire storm
8th level (1 slots): antimagic field, earthquake
9th level (1 slots): gate

Turn Resistance. The banelich has advantage on saving throws against any effect that turns undead.

Actions

Coldfire. Ranged Spell Attack: +12 to hit, range 60 ft., one target. Hit: 22 (4d10) cold damage.

Touch of Despair. The lich touches a creature within 5 feet. The target creature must make a DC 18 Wisdom saving throw. On a failed save, the creature has disadvantage on all attack rolls, ability checks, and saving throws for 1 minute, as it is overcoming with feelings of gloom. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. A creature which is immune to the Charmed condition is immune to this action.

Legendary Actions

The banelich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The banelich regains spent legendary actions at the start of its turn.

Cantrip. The banelich casts a cantrip.

Coldfire. The banelich uses its Coldfire.

Touch of Despair. The banelich uses its Touch of Despair.

Frightening Gaze (Costs 2 Actions). The banelich fixes its gaze on one creature it can see within 10 feet of it. 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 the target's saving throw is successful or the effect ends for it, the target is immune to the banelich's gaze for the next 24 hours.

Disrupt Life (Costs 3 Actions). Each living creature within 20 feet of the banelich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Variant: Baelnorn Lich

A baelnorn is an ordinary archlich with the following adjustments to its statblock:

  • The baelnorn does not have the Rejuvenation, Swift Animation, or Water Walking traits.
  • The baelnorn does not have a Frightening Gaze.
  • The baelnorn can create a Projection.
  • The baelnorn has +16 to Wisdom (Perception) checks, and has the Fey Ancestry trait.


Archlich

Medium undead, any good alignment


  • Armor Class 17 (natural armour)
  • Hit Points 135 (18d8 + 54)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 16 (+3) 20 (+5) 14 (+2) 16 (+3)

  • Saving Throws Con +10, Int +12, Wis +9
  • Skills Arcana +18, History +12, Insight +9, Perception +9, Religion +12
  • Damage Resistances cold, lightning, necrotic
  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses truesight 120 ft., passive Perception 19
  • Languages Common plus up to five other languages
  • Challenge 21 (33,000 XP)

Legendary Resistance (3/Day). If the archlich fails a saving throw, it can choose to succeed instead.

Rejuvenation. If it has a phylactery, a destroyed archlich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Spellcasting. The archlich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The archlich has the following wizard spells prepared:

Cantrips: fire bolt, mage hand, prestidigitation
1st level (4 slots): detect magic, magic missile, shield, sleep
2nd level (3 slots): detect thoughts, invisibility, mirror image, misty step
3rd level (3 slots): counterspell, dispel magic, fireball, fly
4th level (3 slots): confusion, dimension door
5th level (3 slots): cone of cold, scrying
6th level (1 slots): globe of invulnerability, sunbeam
7th level (1 slots): plane shift, prismatic spray
8th level (1 slots): power word stun, sunburst
9th level (1 slots): foresight

Swift Animation. The archlich uses its action to cast animate dead. The archlich may only control 135 hit points of undead with this feature. Undead created in excess of this limit are created as free-willed undead.

Turn Immunity. The archlich is immune to any effect that turns undead.

Water Walking. The archlick can walk on water.

Actions

Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 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.

Turn Undead (Recharges after a Short or Long Rest). Each undead creature within 30 feet of the archlich that can see or hear it must succeed on a DC 18 Wisdom saving throw or be turned for 1 minute or until it takes any damage. A turned creature must spend its turn moving as far away from the lich as it can, and it can't willingly move into a space within 30 feet of the lich.

Legendary Actions

The banelich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The banelich regains spent legendary actions at the start of its turn.

Cantrip. The lich casts a cantrip.

Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing Touch.

Frightening Gaze (Costs 2 Actions). The archlich fixes its gaze on one creature it can see within 10 feet of it. 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 the target's saving throw is successful or the effect ends for it, the target is immune to the banelich's gaze for the next 24 hours.

Disrupt Life (Costs 3 Actions). Each living creature within 20 feet of the archlich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Lycanthrope

There are five types of lycanthropes not covered in the Monster Manual which exist in Faerun: The Werebat, Werecrocodile, Wereshark, Werecat, and Lythari. I used the updated 3.5e versions in Lost Empires of Faerun, since the lycanthrope rules were a little more refined in that edition.


Werebat

Medium humanoid (human, shapechanger), neutral evil


  • Armor Class 13
  • Hit Points 72 (16d8)
  • Speed 30 ft. (10 ft. in bat form, fly 60 ft. in bat or hybrid form)

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 11 (+0) 10 (+0) 12 (+1) 11 (+0)

  • Skills Perception +3, Stealth +5
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
  • Senses blindsight 60 ft. (bat form only), passive Perception 13
  • Languages Common (can't speak in bat form)
  • Challenge 3 (700 XP)

Shapechanger. The werebat can use its action to polymorph into a Large bat-human hybrid or into a Large bat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Echolocation. The werebat can't use its blindsight while deafened.

Keen Hearing. The werebat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Multiattack (Humanoid or Hybrid Form Only). The werebat makes two attacks, only one of which can be a bite.

Bite (Bat or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with werebat lycanthropy.

Rapier (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.


Werecrocodile

Medium humanoid (human, shapechanger), neutral evil


  • Armor Class 10 in humanoid form, 12 (natural armour) in crocodile or hybrid form
  • Hit Points 78 (12d8 + 24)
  • Speed 30 ft. (20 ft. in crocodile form, swim 30 ft. in crocodile or hybrid form)

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 14 (+2) 10 (+0) 11 (+0) 9 (−1)

  • Skills Perception +2, Stealth +2
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
  • Senses passive Perception 12
  • Languages Common (can't speak in crocodile form)
  • Challenge 4 (1,100 XP)

Shapechanger. The werecrocodile can use its action to polymorph into a crocodile-human hybrid or into a crocodile, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Hold Breath. The werecrocodile can hold its breath for 15 minutes.

Actions

Multiattack (Humanoid or Hybrid Form Only). The werecrocodile makes two attacks, only one of which can be a bite.

Bite (Crocodile or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the crocodile can't bite another target. If the target is humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werecrocodile lycanthropy.

War Pick (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Variant: Drow Werebat

Werebat lycanthropy is most common among the drow. A drow werebat is a normal werebat, with darkvision out to a radius of 120 ft. and the Fey Ancestry, Innate Spellcasting, and Sunlight Sensitivity traits of the drow.


Wereshark

Medium humanoid (human, shapechanger), neutral evil


  • Armor Class 11 in humanoid form, 12 (natural armour) in shark or hybrid form
  • Hit Points 120 (16d8 + 48)
  • Speed 30 ft. (swim 40 ft. in shark or hybrid form)

STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 17 (+3) 10 (+0) 10 (+0) 8 (−1)

  • Skills Perception +6
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
  • Senses blindsight 30 ft. (shark form only), passive Perception 16
  • Languages Common (can't speak in shark form)
  • Challenge 5 (1,800 XP)

Shapechanger. The wereshark can use its action to polymorph into a Large shark-human hybrid or into a Large shark, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Amphibious. The wereshark can breathe air and water.

Blood Frenzy. The wereshark has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Actions

Multiattack (Humanoid or Hybrid Form Only). The wereshark makes three melee attacks, only one of which can be a bite.

Bite (Shark or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with wereshark lycanthropy.

Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Light Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Variant: Lythari

Lythari are normal werewolves, except they cannot take hybrid form and their bite does not carry the curse of lycanthropy. Lythari are always Elves.


Werecat

Medium humanoid (human, shapechanger), chaotic good


  • Armor Class 12
  • Hit Points 36 (8d8)
  • Speed 30 ft. (40 ft., climb 30 ft. in cat or hybrid form)

STR DEX CON INT WIS CHA
8 (−1) 15 (+2) 10 (+0) 12 (+1) 15 (+2) 15 (+2)

  • Skills Perception +6, Stealth +4
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
  • Senses passive Perception 16
  • Languages Common (can't speak in cat form)
  • Challenge 2 (450 XP)

Shapechanger. The werecat can use its action to polymorph into a Medium cat-human hybrid or into a Small cat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Keen Smell. The werecat has advantage on Wisdom (Perception) checks that rely on smell.

Spellcasting. The werecat is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The werecat has the following cleric spells prepared:

Cantrips: guidance, light, thaumaturgy
1st level (4 slots): bless, charm person, cure wounds, disguise self
2nd level (2 slots): invisibility

Actions

Multiattack (Humanoid or Hybrid Form Only). The werecat makes two attacks, only one of which can be a bite.

Bite (Cat or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with werecat lycanthropy.

Claw or Claw Bracer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.