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# 5e SRD Features and Traits for Creating Creatures ## Introduction & How to Use With Van Richten's Guide to Ravenloft, we are given a table of features or traits to add onto existing statblocks. There are already a lot of these scattered throughout the various books, so I have compiled the Traits, special Actions, special Reactions, and Legendary Actions from the SRD list of creatures. Some of them are nearly identical, some racial traits are obviously missing, while others were included because they existed in a statblock. I may add in Lair Actions and Regional Effects if I get time/ there is interest. I have removed DC's and number of damage dice from most of these as they are typically based off of the rest of the statblock. Wherever these would be found in the document, they have been replaced with "##." Generally, a save DC is equal to (10 + HitDice/2 + CONmod) for physical effects and (10 + HitDice/2 + CHAmod) for innate magical abilities. Damage dice seem to be loosely based off of CR, but there is very little consistency. Pages 280-281 of the Dungeon Master's Guide has more information on which creatures these traits come from and how they affect the statblock. The creature that you are applying these options to is referred to throughout this document as *creature*, italicized, while a separate target will be simply labeled creature. Coven features were excluded for now as special features that are a culmination of multiple fey casters. ### Traits 1. **Aberrant Ground.** The ground in a 10-foot radius around the *creature* is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC ## Strength saving throw or have its speed reduced to 0 until the start of its next turn. 2. **Acid Absorption.** Whenever the *creature* is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt. 3. **Adhesive**. The *creature* adheres to anything that touches it. A Huge or smaller creature adhered to the *creature* is also grappled by it (escape DC ##). Ability checks made to escape this grapple have disadvantage. 4. **Aggressive**. As a bonus action, the *creature* can move up to its speed toward a hostile creature that it can see. 5. **Air Form.** The *creature* can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. 6. **Ambusher**. In the first round of a combat, the *creature* has advantage on attack rolls against any creature it surprised. 7. **Amorphous**. The *creature* can move through a space as narrow as 1 inch wide without squeezing. 8. **Amphibious**. The creature can breathe air and water. 9. **Angelic Weapons.** The *creature*'s weapon attacks are magical. When the *creature* hits with any weapon, the weapon deals an extra ##d8 radiant damage. 10. **Antimagic Susceptibility.** The *creature* is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the *creature* must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. 11. **Assassinate.** During its first turn, the *creature* has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the *creature* scores against a surprised creature is a critical hit. 12. **Aversion of Fire.** If the *creature* takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. 13. **Barbed Hide.** At the start of each of its turns, the *creature* deals (##d10) piercing damage to any creature grappling it. 14. **Beast of Burden.** The *creature* is considered to be a Large creature for the purpose of determining its carrying capacity. 15. **Berserk.** Whenever the *creature* starts its turn with ## hit points or fewer, roll a d6. On a 6, the *creature* goes berserk. On each of its turns while berserk, the *creature* attacks the nearest creature it can see. If no creature is near enough to move to and attack, the *creature* attacks an object, with preference for an object smaller than itself. Once the *creature* goes berserk, it continues to do so until it is destroyed or regains all its hit points. 16. **Blind Senses.** The *creature* can't use its blindsight while deafened and unable to smell. 17. **Blood Frenzy.** The *creature* has advantage on melee attack rolls against any creature that doesn't have all its hit points. 18. **Bound.** The *creature* is magically bound to an amulet. As long as the *creature* and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the *creature* to travel to it, and the *creature* knows the distance and direction to the amulet. If the *creature* is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the *creature*. 19. **Brave**. The *creature* has advantage on saving throws against being frightened. 20. **Brute**. A melee weapon deals one extra die of its damage when the *creature* hits with it (included in the attack). 21. **Charge.** If the *creature* moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra (##d6) damage. If the target is a creature, it must succeed on a DC ## Strength saving throw or be knocked prone. 22. **Charge**. If the *creature* moves at least 30 feet straight toward a target and then hits it with a melee attack on the same turn, the target takes an extra (##d6) damage. 23. **Confer Fire Resistance.** The *creature* can grant resistance to fire damage to anyone riding it. \pagebreak 24. **Consume Life**. As a bonus action, the *creature* can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC ## Constitution saving throw against this magic or die. If the target dies, the *creature* regains (##d6) hit points. 25. **Corrode Metal.** Any nonmagical weapon made of metal that hits the *creature* corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the *creature* is destroyed after dealing damage. The *creature* can eat through 2-inch-thick, nonmagical metal in 1 round. 26. **Corrosive Form.** A creature that touches the *creature* or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the *creature* corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the *creature* is destroyed after dealing damage. The *creature* can eat through 2-inch-thick, nonmagical wood or metal in 1 round. 27. **Cunning Action.** On each of its turns, the *creature* can use a bonus action to take the Dash, Disengage, or Hide action. 28. **Damage Transfer.** While grappling a creature, the *creature* takes only half the damage dealt to it (rounded down), and the grappled creature takes the other half. 29. **Dark Devotion.** The *creature* has advantage on saving throws against being charmed or frightened. 30. **Deadly Leap.** If the *creature* jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC ## Strength or Dexterity saving throw (target's choice) or be knocked prone and take (##d6 + STRmod) bludgeoning damage plus (##d6 + STRmod) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the *creature*'s space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the *creature*'s space. 31. **Death Burst.** When the *creature* dies, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC ## Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success. 32. **Death Burst.** When the *creature* dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a DC ## Dexterity saving throw, taking (##d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited. 33. **Death Burst.** When the *creature* dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC ## Dexterity saving throw, taking (##d8) slashing damage on a failed save, or half as much damage on a successful one. 34. **Death Burst.** When the *creature* dies, it explodes in a burst of lava. Each creature within 5 feet of it must make a DC ## Dexterity saving throw, taking (##d6) fire damage on a failed save, or half as much damage on a successful one. 35. **Death Burst.** When the *creature* dies, it explodes in a cloud of steam. Each creature within 5 feet of the *creature* must succeed on a DC ## Dexterity saving throw or take (##d8) fire damage. 36. **Death Throes.** When the *creature* dies, it explodes, and each creature within 30 feet of it must make a DC ## Dexterity saving throw, taking (##d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the *creature*'s weapons. 37. **Devil's Sight.** Magical darkness doesn't impede the *creature*'s darkvision. 38. **Divine Awareness.** The *creature* knows if it hears a lie. 39. **Divine Eminence.** As a bonus action, the *creature* can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the *creature* expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. 40. **Duergar Resilience.** The *creature* has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. 41. **Earth Glide.** The *creature* can burrow through nonmagical, unworked earth and stone. While doing so, the *creature* doesn't disturb the material it moves through. 42. **Echolocation**. The *creature* can't use its blindsight while deafened. 43. **Elemental Demise.** If the *creature* dies, its body disintegrates, leaving behind only equipment the *creature* was wearing or carrying. 44. **Ephemeral**. The *creature* can't wear or carry anything. 45. **Ethereal Jaunt**. As a bonus action, the *creature* can magically shift from the Material Plane to the Ethereal Plane, or vice versa. 46. **Ethereal Sight.** The *creature* can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. 47. **Evasion**. If the *creature* is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the *creature* instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. 48. **False Appearance.** While the *creature* remains motionless, it is indistinguishable from a mundane object. 49. **Faultless Tracker.** The *creature* is given a quarry by its summoner. The *creature* knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The *creature* also knows the location of its summoner. \pagebreak 50. **Fear Aura.** Any creature hostile to the *creature* that starts its turn within 20 feet of the *creature* must make a DC ## Wisdom saving throw, unless the *creature* is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the *creature*'s Fear Aura for the next 24 hours. 51. **Fey Ancestry.** The *creature* has advantage on saving throws against being charmed, and magic can't put the *creature* to sleep. 52. **Fire Absorption.** Whenever the *creature* is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. 53. **Fire Aura.** At the start of each of the *creature*'s turns, each creature within 5 feet of it takes (##d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the *creature* or hits it with a melee attack while within 5 feet of it takes (##d6) fire damage. 54. **Fire Form.** The *creature* can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the *creature* or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the *creature* can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. 55. **Flyby**. The *creature* doesn't provoke opportunity attacks when it flies out of an enemy's reach. 56. **Freedom of Movement.** The *creature* ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. 57. **Freeze.** If the *creature* takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn. 58. **Gibbering**. The *creature* babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the *creature* and can hear the gibbering must succeed on a DC ## Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack. 59. **Gnome Cunning.** The *creature* has advantage on Intelligence, Wisdom, and Charisma saving throws against magic. 60. **Grappler**. The *creature* has advantage on attack rolls against any creature grappled by it. 61. **Grasping Tendrils.** The *creature* can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the *creature*, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC ## Strength check against it. 62. **Heated Body.** A creature that touches the *creature* or hits it with a melee attack while within 5 feet of it takes (##d10) fire damage. 63. **Heated Weapons.** When the *creature* hits with a metal melee weapon, it deals an extra (##d6) fire damage. 64. **Hellish Rejuvenation.** A *creature* that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water. 65. **Hellish Weapons**. The *creature*'s weapon attacks are magical and deal an extra (##d8) poison damage on a hit. 66. **Hold Breath.** The *creature* can hold its breath for ## minutes. 67. **Hold Breath.** While out of water, the *creature* can hold its breath for 1 hour. 68. **Ignited Illumination.** As a bonus action, the *creature* can set itself ablaze or extinguish its flames. While ablaze, the *creature* sheds bright light in a 10-foot radius and dim light for an additional 10 feet. 69. **Illumination.** The *creature* sheds bright light in a 10-foot radius and dim light for an additional 10 feet. 70. **Immutable Form.** The *creature* is immune to any spell or effect that would alter its form. 71. **Incorporeal Movement.** The *creature* 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. 72. **Innate Spellcasting.** The *creature*'s spellcasting ability is Charisma (spell save DC ##). It can innately cast the following spells, requiring only verbal components: (typically cantrips/1st level spells at will, 1st through 3rd level spells at 3/day each, higher level spells at 1/day each) 73. **Inscrutable**. The *creature* is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the *creature*'s intentions or sincerity have disadvantage. 74. **Invisibility.** The *creature* is invisible. 75. **Iron Scent.** The *creature* can pinpoint, by scent, the location of ferrous metal within 30 feet of it. 76. **Keen Hearing.** The *creature* has advantage on Wisdom (Perception) checks that rely on hearing. 77. **Keen Smell.** The *creature* has advantage on Wisdom (Perception) checks that rely on smell. 78. **Keen Sight.** The *creature* has advantage on Wisdom (Perception) checks that rely on sight. 79. **Labyrinthine Recall.** The *creature* can perfectly recall any path it has traveled. 80. **Legendary Resistance (3/Day).** If the *creature* fails a saving throw, it can choose to succeed instead. \pagebreak 81. **Light Sensitivity.** While in bright light, the *creature* has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. 82. **Limited Amphibiousness.** The *creature* can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. 83. **Limited Telepathy.** The *creature* can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond. 84. **Lightning Absorption.** Whenever the *creature* is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. 85. **Limited Magic Immunity.** The *creature* can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. 86. **Magic Resistance.** The *creature* has advantage on saving throws against spells and other magical effects. 87. **Magic Weapons.** The *creature*'s weapon attacks are magical. 88. **Martial Advantage.** Once per turn, the *creature* can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the *creature* that isn't incapacitated. 89. **Mimicry**. The *creature* can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC ## Wisdom (Insight) check. 90. **Mimicry.** The *creature* can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC ## Wisdom (Insight) check. 91. **Misty Escape.** When it drops to 0 hit points outside its resting place, the *creature* transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its *creature* form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its *creature* form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. 92. **Mucous Cloud**. While underwater, the *creature* is surrounded by transformative mucus. A creature that touches the *creature* or that hits it with a melee attack while within 5 feet of it must make a DC ## Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater. 93. **Multiple Heads.** The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way. 94. **Nimble Escape.** The *creature* can take the Disengage or Hide action as a bonus action on each of its turns. 95. **Ooze Cube.** The *creature* takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the *creature*'s Engulf and has disadvantage on the saving throw. Creatures inside the *creature* can be seen but have total cover. A creature within 5 feet of the *creature* can take an action to pull a creature or object out of the *creature*. Doing so requires a successful DC ## Strength check, and the creature making the attempt takes (##d6) acid damage. The *creature* can hold only one Large creature or up to four Medium or smaller creatures inside it at a time. 96. **Pack Tactics.** The *creature* has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 feet of the creature and the ally isn't incapacitated. 97. **Petrifying Gaze.** If a creature starts its turn within 30 feet of the *creature* and the two of them can see each other, the *creature* can force the creature to make a DC ## Constitution saving throw if the *creature* isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the *creature* until the start of its next turn, when it can avert its eyes again. If it looks at the *creature* in the meantime, it must immediately make the save. 98. **Pounce**. If the *creature* 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 ## Strength saving throw or be knocked prone. If the target is prone, the *creature* can make one bite attack against it as a bonus action. 99. **Probing Telepathy.** If a creature communicates telepathically with the *creature*, the *creature* learns the creature's greatest desires if the *creature* can see the creature. 100. **Rampage**. When the *creature* reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack. 101. **Reactive**. The *creature* can take one reaction on every turn in combat. 102. **Reactive Heads.** For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. \pagebreak 103. **Reckless**. At the start of its turn, the *creature* can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. 104. **Reflective Carapace.** Any time the *creature* is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the *creature* is unaffected. On a 6, the *creature* is unaffected, and the effect is reflected back at the caster as though it originated from the *creature*, turning the caster into the target. 105. **Regeneration**. The *creature* regains 10 hit points at the start of its turn. If the *creature* takes acid or fire damage, this trait doesn't function at the start of the *creature*'s next turn. The *creature* dies only if it starts its turn with 0 hit points and doesn't regenerate. 106. **Regeneration**. The *creature* regains 10/20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the *creature* takes radiant damage or damage from holy water, this trait doesn't function at the start of the *creature*'s next turn. 107. **Regeneration.** The *creature* regains 10 hit points at the start of its turn if it has at least 1 hit point. 108. **Rejuvenation**. A destroyed *creature* gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the *creature*'s heart. 109. **Rejuvenation**. If it dies, the *creature* returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning. 110. **Rejuvenation**. If it has a phylactery, a destroyed *creature* 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. 111. **Relentless (Recharges after a Short or Long Rest).** If the *creature* takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. 112. **Running Leap.** With a 10-foot running start, the *creature* can long jump up to 25 feet. 113. **Rust Metal.** Any nonmagical weapon made of metal that hits the *creature* corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Non magical ammunition made of metal that hits the *creature* is destroyed after dealing damage. 114. **Siege Monster.** The *creature* deals double damage to objects and structures. 115. **Sense Magic.** The *creature* senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical. 116. **Shadow Stealth**. While in dim light or darkness, the *creature* can take the Hide action as a bonus action. Its stealth bonus is also improved to +##. 117. **Shapechanger**. If the *creature* isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the *creature* can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the *creature* can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. 118. **Shapechanger**. The *creature* can use its action to polymorph into a beast form that resembles a bat (speed 10 feet fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. 119. **Shapechanger**. The *creature* can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. 120. **Shapechanger**. The *creature* can use its action to polymorph into a boar-humanoid hybrid or into a boar, 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. 121. **Shapechanger**. The *creature* can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, 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. 122. **Shapechanger**. The *creature* can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, 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. 123. **Shapechanger**. The *creature* can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the *creature* 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. \pagebreak 124. **Shapechanger**. The *creature* 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. 125. **Shapechanger**. The *creature* can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, 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. 126. **Shapechanger**. The *creature* can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, 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. 127. **Shapechanger**. The *creature* can use its action to polymorph into an object or back into its true, amorphous form. 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. 128. **Shark Telepathy.** The *creature* can magically command any shark within 120 feet of it, using a limited telepathy. 129. **Shielded Mind.** The *creature* is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location. 130. **Sneak Attack (1/Turn).** The *creature* deals an extra 14 (4d6) 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 *creature* that isn't incapacitated and the *creature* doesn't have disadvantage on the attack roll. 131. **Snow Camouflage.** The *creature* has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. 132. **Speak with Beasts and Plants.** The *creature* can communicate with beasts and plants as if they shared a language. 133. **Spell Storing.** A spellcaster who wears the *creature*'s amulet can cause the *creature* to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the *creature*. The spell has no effect but is stored within the *creature*. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the *creature* casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost. 134. **Spider Climb.** The *creature* can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. 135. **Standing Leap.** The *creature*'s long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start. 136. **Steadfast**. The *creature* can't be frightened while it can see an allied creature within 30 feet of it. 137. **Stench**. Any creature that starts its turn within 10 feet of the *creature* must succeed on a DC ## Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the *creature*'s stench for 24 hours. 138. **Stone Camouflage.** The *creature* has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. 139. **Sunlight Sensitivity.** While in sunlight, the *creature* has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. 140. **Sure-Footed.** The *creature* has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. 141. **Surprise Attack.** If the *creature* surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. 142. **Swarm**. The *creature* can occupy another creature's space and vice versa, and the *creature* can move through any opening large enough for a Tiny creature. The *creature* can't regain hit points or gain temporary hit points. 143. **Telepathic Bond.** The *creature* ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence. 144. **Telepathic Bond.** While the *creature* is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically. 145. **Trampling Charge.** If the *creature* moves at least 20 feet straight toward a creature and then hits it with a melee attack on the same turn, that target must succeed on a DC ## Strength saving throw or be knocked prone. If the target is prone, the *creature* can make one melee attack against it as a bonus action. 146. **Transparent**. Even when the *creature* is in plain sight, it takes a successful DC ## Wisdom (Perception) check to spot a *creature* that has neither moved nor attacked. A creature that tries to enter the *creature*'s space while unaware of the *creature* is surprised by the *creature*. 147. **Treasure Sense.** The *creature* can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it. 148. **Tree Stride.** Once on its turn, the *creature* can use 10 feet of its movement to step magically into one living tree within its reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be large or bigger. 149. **Two Heads.** The *creature* has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. 150. **Tunneler**. The *creature* can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake. 151. **Turn Defiance.** The *creature* and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead. 152. **Turn Immunity.** The *creature* is immune to features that turn undead. 153. **Turn Resistance.** The *creature* has advantage on saving throws against any effect that turns undead. \pagebreak 154. **Undead Fortitude.** If damage reduces the *creature* to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the *creature* drops to 1 hit point instead. 155. **Underwater Camouflage.** The *creature* has advantage on Dexterity (Stealth) checks made while underwater. 156. **Vampire Weaknesses.** The *creature* has the following flaws: \ **Forbiddance**. The *creature* can't enter a residence without an invitation from one of the occupants. \ **Harmed by Running Water.** The *creature* takes 20 acid damage when it ends its turn in running water. \ **Stake to the Heart.** The *creature* is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. \ **Sunlight Hypersensitivity.** The *creature* takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. 157. **Variable Illumination.** The *creature* sheds bright light in a 5 to 20-foot radius and dim light for an additional number of ft. equal to the chosen radius. The *creature* can alter the radius as a bonus action. 158. **Wakeful**. When one of the *creature*'s heads is asleep, at least one of its heads is awake. 159. **Water Breathing.** The *creature* can breathe only underwater. 160. **Water Form.** The *creature* can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. 161. **Web Sense.** While in contact with a web, the *creature* knows the exact location of any other creature in contact with the same web. 162. **Web Walker.** The *creature* ignores movement restrictions caused by webbing. \pagebreak ### Actions 1. **Acid Breath (Recharge 5–6).** The *creature* exhales acid in a ##-foot line that is 5 feet wide. Each creature in that line must make a DC ## Dexterity saving throw, taking (##d8) acid damage on a failed save, or half as much damage on a successful one. 2. **Acid Spray (Recharge 6).** The *creature* spits acid in a line that is ## feet long and 5 feet wide. Each creature in that line must make a DC ## Dexterity saving throw, taking (##d6) acid damage on a failed save, or half as much damage on a successful one. 3. **Animate Trees (1/Day).** The *creature* magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a *creature*, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the *creature*. The tree remains animate for 1 day or until it dies; until the *creature* dies or is more than 120 feet from the tree; or until the *creature* takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. 4. **Antennae**. The *creature* corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the *creature*'s touch. If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait. 5. **Blinding Breath (Recharge 6).** The *creature* exhales a ##-foot cone of blinding dust. Each creature in that area must succeed on a DC ## Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 6. **Blinding Spittle (Recharge 5–6).** The *creature* spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the *creature*'s next turn. 7. **Cold Breath (Recharge 5–6).** The *creature* exhales an icy blast in a ##-foot cone. Each creature in that area must make a DC ## Constitution saving throw, taking (##d8) cold damage on a failed save, or half as much damage on a successful one. 8. **Change Shape.** The *creature* magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the *creature*'s choice). In a new form, the *creature* retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the *creature* can use its bite in that form. 9. **Change Shape.** The *creature* magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the *creature* dies, it reverts to its true form, and its glaive reverts to its normal size. 10. **Charm**. One humanoid the *creature* can see within 30 feet of it must succeed on a DC ## Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the *creature*'s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this *creature*'s Charm for the next 24 hours. The *creature* can have only one target charmed at a time. If it charms another, the effect on the previous target ends. 11. **Charm**. The *creature* targets one humanoid it can see within 30 feet of it. If the target can see the *creature*, the target must succeed on a DC ## Wisdom saving throw against this magic or be charmed by the *creature*. The charmed target regards the *creature* as a trusted friend to be heeded and protected. Although the target isn't under the *creature*'s control, it takes the *creature*'s requests or actions in the most favorable way it can, and it is a willing target for the *creature*'s bite attack. Each time the *creature* or the *creature*'s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the *creature* is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. 12. **Children of the Night (1/Day).** The *creature* magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the *creature* can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the *creature* and obeying its spoken commands. The beasts remain for 1 hour, until the *creature* dies, or until the *creature* dismisses them as a bonus action. \pagebreak 13. **Create Specter.** The *creature* targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the *creature*'s control. The *creature* can have no more than seven specters under its control at one time. 14. **Create Whirlwind.** A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the *creature* can see within 120 feet of it. The whirlwind lasts as long as the *creature* maintains concentration (as if concentrating on a spell). Any creature but the *creature* that enters the whirlwind must succeed on a DC ## Strength saving throw or be restrained by it. The *creature* can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the *creature* loses sight of it. \ A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC ## Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind. 15. **Darkness Aura (1/Day).** A 15-foot radius of magical darkness extends out from the *creature*, moves with it, and spreads around corners. The darkness lasts as long as the *creature* maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled. 16. **Death Glare.** The *creature* targets one frightened creature it can see within 30 feet. If the target can see the *creature*, it must succeed on a DC ## Wisdom saving throw against this magic or drop to 0 hit points. 17. **Draining Kiss.** The *creature* kisses a creature charmed by it or a willing creature. The target must make a DC ## Constitution saving throw against this magic, taking (##d10 + CHAmod) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. 18. **Dreadful Glare.** The *creature* targets one creature it can see within 60 feet of it. If the target can see the *creature*, it must succeed on a DC ## Wisdom saving throw against this magic or become frightened until the end of the *creature*'s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all creatures for the next 24 hours. 19. **Enlarge (Recharges after a Short or Long Rest).** For 1 minute, the *creature* magically increases in size, along with anything it is wearing or carrying. While enlarged, the *creature*is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the *creature*lacks the room to become Large, it attains the maximum size possible in the space available. 20. **Enslave (3/Day)**. The *creature* targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the *creature* until the *creature* dies or until it is on a different plane of existence from the target. The charmed target is under the *creature*'s control and can't take reactions, and the *creature* and the target can communicate telepathically with each other over any distance. \ Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the *creature*. 22. **Ethereal Stride.** The *creature* and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa. 23. **Etherealness.** The *creature* magically enters the Ethereal Plane from the Material Plane, or vice versa. 24. **Engulf**. The *creature* engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC ## Constitution saving throw at the start of each of the mound's turns or take (##d8 + STRMOD) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time. 25. **Engulf**. The *creature* moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the *creature* enters a creature's space, the creature must make a DC ## Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the *creature*. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. \ On a failed save, the *creature* enters the creature's space, and the creature takes (##d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes (##d6) acid damage at the start of each of the *creature*'s turns. When the *creature* moves, the engulfed creature moves with it. \ An engulfed creature can try to escape by taking an action to make a DC ## Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the *creature*. 26. **Fetid Cloud (1/Day).** A 10-foot radius of disgusting green gas extends out from the *creature*. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC ## Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions. \pagebreak 26. **Fey Charm.** The *creature* targets one humanoid or beast that she can see within 30 feet of her. If the target can see the *creature*, it must succeed on a DC ## Wisdom saving throw or be magically charmed. The charmed creature regards the *creature* as a trusted friend to be heeded and protected. Although the target isn't under the *creature*'s control, it takes the *creature*'s requests or actions in the most favorable way it can. Each time the *creature* or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the *creature* dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the *creature*'s Fey Charm for the next 24 hours. \ The *creature* can have no more than one humanoid and up to three beasts charmed at a time. 28. **Fire Breath (Recharge 5–6).** The *creature* exhales fire in a ##-foot cone. Each creature in that area must make a DC ## Dexterity saving throw, taking (##d10) fire damage on a failed save, or half as much damage on a successful one. 29. **Fire Breath (Recharge 5–6).** The *creature* exhales fire in a ##-foot line that is 5 feet wide. Each creature in that line must make a DC ## Dexterity saving throw, taking (##d6) fire damage on a failed save, or half as much damage on a successful one. 30. **Fire Breath (Recharge 6).** The *creature* exhales a ##-foot cone of fire. Each creature in that area must make a DC ## Dexterity saving throw, taking (##d6) fire damage on a failed save, or half as much damage on a successful one. 31. **Fling**. One Large or smaller object held or creature grappled by the *creature* is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC ## Dexterity saving throw or take the same damage and be knocked prone. 32. **Frightful Presence.** Each creature of the *creature*'s choice that is within 120 feet of the *creature* and aware of it must succeed on a DC ## 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 *creature*'s Frightful Presence for the next 24 hours. 33. **Frost Breath (Recharge 6).** The *creature* exhales a ##-foot cone of cold air. Each creature in that area must succeed on a DC ## Dexterity saving throw, taking (##d4) cold damage on a failed save, or half as much damage on a successful one. 34. **Haste (Recharge 5–6).** Until the end of its next turn, the *creature* magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action. 35. **Healing Touch (##/Day).** The *creature* touches another creature. The target magically regains (##d8 + ##) hit points and is freed from any curse, disease, poison, blindness, or deafness. 36. **Heart Sight.** The *creature* touches a creature and magically knows the creature's current emotional state. If the target fails a DC ## Charisma saving throw, the *creature* also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw. 37. **Horrific Appearance.** Any humanoid that starts its turn within 30 feet of the *creature* and can see the *creature*'s true form must make a DC ## Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the *creature* is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the *creature*'s Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the *creature*'s true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the *creature*. 38. **Horrifying Visage**. Each non-undead creature within 60 feet of the *creature* that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this *creature*'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. 38. **Horror Nimbus (Recharge 5–6).** The *creature* magically emits scintillating, multicolored light. Each creature within 15 feet of the *creature* that can see the light must succeed on a DC ## Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the *creature*'s Horror Nimbus for the next 24 hours. 39. **Illusory Appearance.** The *creature* covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the *creature* takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the *creature* could appear to have smooth skin, but someone touching it would feel rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC ## Intelligence (Investigation) check to discern that the *creature* is disguised. 40. **Ink Cloud (Recharges after a Short or Long Rest)**. A 20-foot-radius cloud of ink extends all around the *creature* if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the *creature* can use the Dash action as a bonus action. \pagebreak 41. **Invisibility.** The *creature* magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the *creature* wears or carries is invisible with it. 42. **Invisible Passage.** The *creature* magically turns invisible until it attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, it leaves no physical evidence of its passage, so it can be tracked only by magic. Any equipment it wears or carries is invisible with her. 43. **Leadership (Recharges after a Short or Long Rest).** For 1 minute, the *creature* can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the *creature*. A creature can benefit from only one Leadership die at a time. This effect ends if the *creature* is incapacitated. 44. **Lightning Breath (Recharge 5–6).** The *creature* exhales lightning in a ##-foot line that is 5 feet wide. Each creature in that line must make a DC ## Dexterity saving throw, taking (##d10) lightning damage on a failed save, or half as much damage on a successful one. 45. **Lightning Storm.** The *creature* magically creates three bolts of lightning, each of which can strike a target the *creature* can see within 120 feet of it. A target must make a DC ## Dexterity saving throw, taking (##d10) lightning damage on a failed save, or half as much damage on a successful one. 46. **Lightning Strike (Recharge 5–6).** The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC ## Dexterity saving throw, taking 54 (##d8) lightning damage on a failed save, or half as much damage on a successful one. 47. **Luring Song.** The *creature* sings a magical melody. Every humanoid and giant within 300 feet of the *creature* that can hear the song must succeed on a DC ## Wisdom saving throw or be charmed until the song ends. The *creature* must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the *creature* is incapacitated. \ While charmed by the *creature*, a target is incapacitated and ignores the songs of other creatures. If the charmed target is more than 5 feet away from the *creature*, the target must move on its turn toward the *creature* by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the *creature*, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. \ A target that successfully saves is immune to this *creature*'s song for the next 24 hours. 49. **Moan**. Each creature within 60 feet of the *creature* that can hear its moan and that isn't an aberration must succeed on a DC ## Wisdom saving throw or become frightened until the end of the *creature*'s next turn. If a creature's saving throw is successful, the creature is immune to the *creature*'s moan for the next 24 hours. 50. **Nightmare Haunting (1/Day).** While on the Ethereal Plane, the *creature* magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by (##d10). The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic. 51. **Paralyzing Breath (Recharge 5–6).** The *creature* exhales paralyzing gas in a ##-foot cone. Each creature in that area must succeed on a DC ## 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. 52. **Petrifying Breath (Recharge 5–6).** The *creature* exhales petrifying gas in a ##-foot cone. Each creature in that area must succeed on a DC ## Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic. 53. **Phantasms (Recharges after a Short or Long Rest).** The *creature* 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 *creature* is the real one. If the *creature* is ever in an area of bright light, the duplicates disappear. \ Whenever any creature targets the *creature* with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the *creature* 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 *creature*'s AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears. \pagebreak 54. **Poison Breath (Recharge 5–6).** The *creature* exhales poisonous gas in a ##-foot cone. Each creature in that area must make a DC ## Constitution saving throw, taking (##d8) poison damage on a failed save, or half as much damage on a successful one. 55. **Possession (Recharge 6).** One humanoid that the *creature* can see within 5 feet of it must succeed on a DC ## Charisma saving throw or be possessed by the *creature*; the *creature* then disappears, and the target is incapacitated and loses control of its body. The *creature* now controls the body but doesn't deprive the target of awareness. The *creature* can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. \ The possession lasts until the body drops to 0 hit points, the *creature* ends it as a bonus action, or the *creature* is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the *creature* reappears in an unoccupied space within 5 feet of the body. The target is immune to this *creature*'s Possession for 24 hours after succeeding on the saving throw or after the possession ends. 56. **Read Thoughts.** The *creature* 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 *creature* can continue reading its thoughts, as long as the *creature*'s concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the *creature* has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target. 57. **Roar (3/Day).** The *creature* emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the *creature* and able to hear the roar must make a saving throw. \ **First Roar** Each creature that fails a DC ## Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \ **Second Roar** Each creature that fails a DC ## Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \ **Third Roar** Each creature makes a DC ## Constitution saving throw. On a failed save, a creature takes (##d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. 58. **Repulsion Breath (Recharge 5–6).** The *creature* exhales repulsion energy in a ##-foot cone. Each creature in that area must succeed on a DC ## Strength saving throw. On a failed save, the creature is pushed 60 feet away from the *creature*. 59. **Scare (1/Day).** One creature of the *creature*'s choice within 20 feet of it must succeed on a DC ## Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the *creature* is within line of sight, ending the effect on itself on a success. 60. **Shriek**. When bright light or a creature is within 30 feet of the *creature*, it emits a shriek audible within 300 feet of it. The *creature* continues to shriek until the disturbance moves out of range and for 1d4 of the *creature*'s turns afterward. 61. **Sleep Breath (Recharge 5–6).** The *creature* exhales sleep gas in a ##-foot cone. Each creature in that area must succeed on a DC ## Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. 62. **Slow (Recharge 5–6).** The *creature* targets one or more creatures it can see within 10 feet of it. Each target must make a DC ## Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 63. **Slowing Breath.** The *creature* exhales gas in a ##-foot cone. Each creature in that area must succeed on a DC ## Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. 64. **Spores (Recharge 6).** A 15-foot-radius cloud of toxic spores extends out from the *creature*. The spores spread around corners. Each creature in that area must succeed on a DC ## Constitution saving throw or become poisoned. While poisoned in this way, a target takes (##d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it. 65. **Steam Breath (Recharge 5–6).** The *creature* exhales scalding steam in a ##-foot cone. Each creature in that area must make a DC ## Constitution saving throw, taking (##d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage. 66. **Steam Breath (Recharge 6).** The *creature* exhales a ##-foot cone of scalding steam. Each creature in that area must succeed on a DC ## Dexterity saving throw, taking (##d8) fire damage on a failed save, or half as much damage on a successful one. 67. **Stunning Screech (1/Day).** The *creature* emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC ## Constitution saving throw or be stunned until the end of the *creature*'s next turn. \pagebreak 68. **Swallow**. The *creature* makes one bite attack against a target it is grappling that is two or more size categories smaller. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the *creature*, and it takes (##d6) acid damage at the start of each of the *creature*'s turns. The *creature* can have only one target swallowed at a time. \ If the *creature* dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. 69. **Teleport**. The *creature* magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. 70. **Teleport (Recharge 4–6).** The *creature* magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the *creature* can make one bite attack. 71. **Teleport (1/Day).** The *creature* 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 a location the *creature* is familiar with, up to 1 mile away. 72. **Wall of Ice (Recharge 6).** The *creature* magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter. \ When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC ## Dexterity saving throw, taking (##d6) cold damage on a failed save, or half as much damage on a successful one. \ The wall lasts for 1 minute or until the *creature* is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC ## Constitution saving throw, taking (##d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes. 73. **Weakening Breath (Recharge 5–6).** The *creature* exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC ## Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 74. **Web (Recharge 5–6).** Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). 75. **Whelm (Recharge 4–6).** Each creature in the *creature*'s space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the *creature*'s space. \ The *creature* can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the *creature*'s turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the *creature* can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding. 76. **Whirlwind (Recharge 4–6).** Each creature in the *creature*'s space must make a DC ## Strength saving throw. On a failure, a target takes (##d8 + STRmod) bludgeoning damage and is flung up 20 feet away from the *creature* in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC ## Dexterity saving throw or take the same damage and be knocked prone. \ If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone. \pagebreak ### Reactions 1. **Parry**. The *creature* adds its Proficiency Bonus to its AC against one melee attack that would hit it. To do so, the *creature* must see the attacker and be wielding a melee weapon. 2. **Rock Catching.** If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. 3. **Shield.** When a creature makes an attack against the wearer of the *creature*'s amulet, the *creature* grants a +2 bonus to the wearer's AC if the *creature* is within 5 feet of the wearer. 4. **Split**. When a *creature* that is Medium or larger is subjected to lightning or slashing damage, it splits into two new *creature*s if it has at least 10 hit points. Each new *creature* has hit points equal to half the original *creature*'s, rounded down. New *creature*s are one size smaller than the original *creature*. 5. **Unnerving Mask.** When a creature the *creature* can see starts its turn within 30 feet of the *creature*, the *creature* can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the *creature*, it must succeed on a DC ## Wisdom saving throw or be frightened until the end of its turn. ### Legendary Actions 1. **Attack.** The *creature* makes one claw attack or tail attack. 2. **Attack**. The *creature* makes one attack with its rotting fist or uses its Dreadful Glare. 3. **Blinding Dust.** Blinding dust and sand swirls magically around the *creature*. Each creature within 5 feet of the *creature* must succeed on a DC ## Constitution saving throw or be blinded until the end of the creature's next turn. 4. **Cantrip**. The *creature* casts a cantrip. 5. **Claw Attack.** The *creature* makes one claw attack. 6. **Detect**. The *creature* makes a Wisdom (Perception) check. 7. **Hooves.** The *creature* makes one attack with its hooves. 8. **Move**. The *creature* moves up to half its speed. 9. **Move**. The *creature* moves up to its speed without provoking opportunity attacks. 10. **Tail Attack.** The *creature* makes one tail attack. 11. **Tentacle Attack or Fling.** The *creature* makes one tentacle attack or uses its Fling. 12. **Teleport**. The *creature* magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. 13. **Unarmed Strike.** The *creature* makes one unarmed strike. 14. **Bite (Costs 2 Actions).** The *creature* makes one bite attack. 15. **Blasphemous Word (Costs 2 Actions).** The *creature* utters a blasphemous word. Each non-undead creature within 10 feet of the *creature* that can hear the magical utterance must succeed on a DC ## Constitution saving throw or be stunned until the end of the *creature*'s next turn. 16. **Channel Negative Energy (Costs 2 Actions).** The *creature* magically unleashes negative energy. Creatures within 60 feet of the *creature*, including ones behind barriers and around corners, can't regain hit points until the end of the *creature*'s next turn. 17. **Chomp (Costs 2 Actions).** The *creature* makes one bite attack or uses its Swallow. 18. **Frightening Gaze (Costs 2 Actions).** The *creature* fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC ## Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the *creature*'s gaze for the next 24 hours. 19. **Lightning Storm (Costs 2 Actions).** The *creature* uses Lightning Storm. 20. **Paralyzing Touch (Costs 2 Actions).** The *creature* uses its Paralyzing Touch. 21. **Psychic Drain (Costs 2 Actions).** One creature charmed by the *creature* takes (##d6) psychic damage, and the *creature* regains hit points equal to the damage the creature takes. 22. **Searing Burst (Costs 2 Actions).** The *creature* emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC ## Dexterity saving throw, taking (##d6) fire damage plus (##d6) radiant damage on a failed save, or half as much damage on a successful one. 23. **Shimmering Shield (Costs 2 Actions).** The *creature* creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the *creature*'s next turn. 24. **Wing Attack (Costs 2 Actions).** The *creature* beats its wings. Each creature within 10 feet of the *creature* must succeed on a DC ## Dexterity saving throw or take (##d6 + STRmod) bludgeoning damage and be knocked prone. The *creature* can then fly up to half its flying speed. 25. **Teleport (Costs 2 Actions)**. The *creature* magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. 26. **Whirlwind of Sand (Costs 2 Actions).** The *creature* magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the *creature* is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the *creature* remain in its possession. 27. **Blinding Gaze (Costs 3 Actions).** The *creature* targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC ## Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness. 28. **Cast a Spell (Costs 3 Actions).** The *creature* casts a spell from its list of prepared spells, using a spell slot as normal. \pagebreak 29. **Disrupt Life (Costs 3 Actions).** Each non-undead creature within 20 feet of the *creature* must make a DC ## Constitution saving throw against this magic, taking (##d6) necrotic damage on a failed save, or half as much damage on a successful one. 30. **Heal Self (Costs 3 Actions).** The *creature* magically regains (##d8 + CONmod) hit points. 31. **Ink Cloud (Costs 3 Actions).** While underwater, the *creature* expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the *creature*. Each creature other than the *creature* that ends its turn there must succeed on a DC ## Constitution saving throw, taking (##d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the *creature*'s next turn.