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A


MM (p. 12)

Aarakocra CR: 1/4

Medium humanoid, neutral good
Armor Class: 12
Hit Points: 13
Speed: 20 ft , fly: 50 ft

STR

10 +0

DEX

14 +2

CON

10 +0

INT

11 +0

WIS

12 +1

CHA

11 +0

Skills: Perception +5
Senses: Passive Perception 15
Languages: Aarakocra, Auran
Challenge Rating: 1/4 ( 50 XP)
Proficiency Bonus: +2

Dive Attack. If the aarakocra 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 3 (1d6) damage to the target.

Actions

Talon. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Aarakocra range the Howling Gyre, an endless storm of mighty winds and lashing rains that surrounds the tranquil realm of Aaqa in the Elemental Plane of Air. Making aerial patrols, these birdlike humanoids guard the windy borders of their home against invaders from the Elemental Plane of Earth, such as gargoyles, their sworn enemies.   Enemies of Elemental Evil. In service to the Wind Dukes of Aaqa, aarakocra scout the planes in search of temples of Elemental Evil. They spy on malign elemental creatures and then either take the fight to those creatures or report back to the Wind Dukes.
On the Material Plane, aarakocra create aeries atop the highest mountains, especially peaks near portals to the Elemental Plane of Air. From such heights, aarakocra watch for signs of elemental incursions, as well as for nascent threats to their home plane. Aarakocra prefer to live their lives like the wind — unburdened and ever moving — yet they watch over a region for years if that’s what it takes to guard against the incursions of Elemental Evil.
Aarakocra have no concept of political borders or property ownership, and the value of gems, gold, and other precious materials means little to aarakocra. In their eyes, a creature should use what is necessary and then cast what is left on the wind for others to use.
  Search for the Seven Shards. The Wind Dukes of Aaqa come from a race of elemental beings called the vaati, which once ruled many worlds. A creature known as the Queen of Chaos arose and initiated an interplanar war against vaati rule. To combat the threat, seven vaati heroes combined their powers to create the mighty Rod of Law. In a battle against the queen’s greatest general, Miska the Wolf Spider, a vaati killed Miska by thrusting the rod into him like a spear. The rod shattered into seven shards that scattered across the multiverse. Aarakocra seek signs of the pieces’ locations in order to rebuild what is now know as the Rod of Seven Parts.
SUMMONING AIR ELEMENTALS

Five aarakocra within 30 feet of each other can magically summon an Air Elemental. Each of the five must use its action and movement on three consecutive turns to perform an aerial dance and must maintain concentration while doing so (as if concentrating on a spell). When all five have finished their third turn of the dance, the elemental appears in an unoccupied space within 60 feet of them. It is friendly toward them and obeys their spoken commands. It remains for 1 hour, until it or all its summoners die, or until any of its summoners dismisses it as a bonus action. A summoner can’t perform the dance again until it finishes a short rest. When the elemental returns to the Elemental Plane of Air, any aarakocra within 5 feet of it can return with it.

Suggested Environments

Mountain

SRD (p. 264)

Aboleth CR: 10

Large aberration, lawful evil
Armor Class: 17
Hit Points: 135
Speed: 10 ft , swim: 40 ft

STR

21 +5

DEX

9 -1

CON

15 +2

INT

18 +4

WIS

15 +2

CHA

18 +4

Saving Throws: CON +6, INT +8, WIS +6
Skills: History +12, Perception +10
Senses: Darkvision 120ft., Passive Perception 20
Languages: Deep Speech, Telepathy 120ft.
Challenge Rating: 10 ( 5900 XP)
Proficiency Bonus: +4

Amphibious. The aboleth can breathe air and water.

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

Probing Telepathy. If a creature communicates telepathically with the aboleth, the aboleth learns the creature’s greatest desires if the aboleth can see the creature.

Actions

Multiattack. The aboleth makes three tentacle attacks.

Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature’s skin becomes translucent and slimy, the creature can’t regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.   Tail. Melee Weapon Attack: +9 to hit, reach 10 ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage.   Enslave (3/Day). The aboleth 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 aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth’s control and can’t take reactions, and the aboleth 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 aboleth.

Legendary Actions

The aboleth 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 aboleth regains spent legendary actions at the start of its turn.

Detect. The aboleth makes a Wisdom (Perception) check.   Tail Swipe. The aboleth makes one tail attack.   Psychic Drain (Costs 2 Actions). One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.

Lair Actions

When fighting inside its lair, an aboleth can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the aboleth takes a lair action to cause one of the following effects:

  • The aboleth casts Phantasmal Force (no components required) on any number of creatures it can see within 60 feet of it. While maintaining concentration on this effect, the aboleth can’t take other lair actions. If a target succeeds on the saving throw or if the effect ends for it, the target is immune to the aboleth’s Phantasmal Force lair action for the next 24 hours, although such a creature can choose to be affected.
  • Pools of water within 90 feet of the aboleth surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 14 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. The aboleth can’t use this lair action again until it has used a different one.
  • Water in the aboleth’s lair magically becomes a conduit for the creature’s rage. The aboleth can target any number of creatures it can see in such water within 90 feet of it. A target must succeed on a DC 14 Wisdom saving throw or take 7 (2d6) psychic damage. The aboleth can’t use this lair action again until it has used a different one.

Aboleths lair in subterranean lakes or the rocky depths of the ocean, often surrounded by the ruins of an ancient, fallen aboleth city. An aboleth spends most of its existence underwater, surfacing occasionally to treat with visitors or worshipers.

Regional Effects

The region containing an aboleth’s lair is warped by the creature’s presence, which creates one or more of the following effects:

  • Underground surfaces within 1 mile of the aboleth’s lair are slimy and wet and are difficult terrain.
  • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the aboleth that drink such water vomit it within minutes.
  • As an action, the aboleth can create an illusory image of itself within 1 mile of the lair. The copy can appear at any location the aboleth has seen before or in any location a creature charmed by the aboleth can currently see. Once created, the image lasts for as long as the aboleth maintains concentration, as if concentrating on a spell. Although the image is intangible, it looks, sounds, and can move like the aboleth. The aboleth can sense, speak, and use telepathy from the image’s position as if present at that position. If the image takes any damage, it disappears.
If the aboleth dies, the first two effects fade over the course of 3d10 days.

Aboleths lair in subterranean lakes or the rocky depths of the ocean, often surrounded by the ruins of an ancient, fallen aboleth city. An aboleth spends most of its existence underwater, surfacing occasionally to treat with visitors or worshipers.
Before the coming of the gods, aboleths lurked in primordial oceans and underground lakes. They reached out with their minds and seized control of the burgeoning life-forms of the mortal realm. Their dominance made them like gods. Then the true gods appeared, smashing the aboleths’ empire.   Aboleths have never forgotten.   Eternal Memories. Aboleths have flawless memories. They pass on their knowledge and experience from generation to generation. Thus, the injury of their defeat by the gods remains perfectly preserved in their minds.
Aboleths’ minds are treasure troves of ancient lore, recalling moments from prehistory with perfect clarity. They plot patiently and intricately across eons. Few creatures can conceive of the extent of an aboleth’s plan.
  Gods in the Lake. Aboleths dwell in watery environments, including ocean abysses, deep lakes, and the Elemental Plane of Water. In these domains and the lands that adjoin them, aboleths are like gods, demanding worship and obedience from their subjects. When they consume other creatures, aboleths add the knowledge and experiences of their prey to their eternal memories.
Aboleths use their telepathic powers to read the minds of creatures and know their desires. An aboleth uses this knowledge to gain a creature’s loyalty, promising to fulfill such wants in exchange for obedience. Within its lair, the aboleth can further use its powers to override senses, granting creatures, such as its followers, the illusion of promised rewards.
  Enemies of the Gods. The aboleths’ fall from power is written in stark clarity on their flawless memories, for aboleths never truly die. If an aboleth’s body is destroyed, its spirit returns to the Elemental Plane of Water, where a new body coalesces for it over days or months.
Ultimately, aboleths dream of overthrowing the gods and regaining control of the world. Aboleths have had untold eons to plot and to prepare their plans for perfect execution.

Suggested Environments

Underdark

Angels


SRD (p.264)

Deva CR: 10

Medium celestial, lawful good
Armor Class: 17
Hit Points: 136
Speed: 30 ft , fly: 90 ft

STR

18 +4

DEX

18 +4

CON

18 +4

INT

17 +3

WIS

20 +5

CHA

20 +5

Saving Throws: WIS +9, CHA +9
Skills: Insight +9, Perception +9
Damage Resistances: Radiant; Nonmagical Bludgeoning, Slashing, and Piercing
Condition Immunities: Charmed, Exhaustion, Frightened
Senses: Darkvision 120ft., Passive Perception 19
Languages: All, Telepathy 120ft.
Challenge Rating: 10 ( 5900 XP)
Proficiency Bonus: +4

Innate Spellcasting. The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components:


Angelic Weapons. The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

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

Actions

Multiattack. The deva makes two melee attacks.

Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.

Healing Touch (3/Day). The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Change Shape. The deva 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 deva's choice).

In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses 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.

Devas are angels that act as divine messengers or agents to the Material Plane, the Shadowfell, and the Feywild and that can assume a form appropriate to the realm they are sent to.   Legend tells of angels that take mortal form for years, lending aid, hope, and courage to goodhearted folk. A deva can take any shape, although it prefers to appear to mortals as an innocuous humanoid or animal. When circumstances require that it cast off its guise, a deva is a beautiful humanoid-like creature with silvery skin. Its hair and eyes gleam with an unearthly luster, and large feathery wings unfurl from its shoulder blades.
Angels An angel is a celestial agent sent forth into the planes to further its god’s agenda for weal or woe. Its sublime beauty and presence can drive awestruck onlookers to their knees. Yet angels are destroyers too, and their appearance portends doom as often as it signals hope.   Shards of the Divine. Angels are formed from the astral essence of benevolent gods and are thus divine beings of great power and foresight.
Angels act out the will of their gods with tireless devotion. Even chaotic good deities command lawful good angels, knowing that the angels’ dedication to order best allows them to fulfill divine commands. An angel follows a single driving purpose, as decreed by its deity. However, an angel is incapable of following commands that stray from the path of law and good.
An angel slays evil creatures without remorse. As the embodiment of law and good, an angel is almost never mistaken in its judgments. This quality can create a sense of superiority in an angel, a sense that comes to the fore when an angel’s task conflicts with the goals of another creature. The angel never acquiesces or gives way. When an angel is sent to aid mortals, it is sent not to serve but to command. The gods of good therefore send their angels among mortals only in response to the most dire circumstances.
  Fallen Angels. An angel’s moral compass grants it a sense of infallibility that can sometimes spell its undoing. Angels are usually too wise to fall for a simple deception, but sometimes pride can lead one to commit an evil act. Whether intentional or accidental, such an act is a permanent stain that marks the angel as an outcast.
Fallen angels retain their power but lose their connection to the deities from which they were made. Most fallen angels take their banishment personally, rebelling against the powers they served by seeking rulership over a section of the Abyss or a place among other fallen in the hierarchy of the Nine Hells. Zariel, the ruler of the first layer of the Nine Hells, is such a creature. Rather than rebel, some fallen angels resign themselves to an isolated existence on the Material Plane, living in disguise as simple hermits. If they are redeemed, they can become powerful allies dedicated to justice and compassionate service.
  Immortal Nature. An angel doesn’t require food, drink, or sleep.

SRD (p.265)

Planetar CR: 16

Large celestial, lawful good
Armor Class: 19
Hit Points: 200
Speed: 40 ft , fly: 120 ft

STR

24 +7

DEX

20 +5

CON

24 +7

INT

19 +4

WIS

22 +6

CHA

25 +7

Saving Throws: CON +12, WIS +11, CHA +12
Skills: Perception +11
Damage Resistances: Radiant; Nonmagical Bludgeoning, Slashing, and Piercing
Condition Immunities: Charmed, Exhaustion, Frightened
Senses: Truesight 120ft., Passive Perception 21
Languages: All, Telepathy 120ft.
Challenge Rating: 16 ( 15000 XP)
Proficiency Bonus: +5

Innate Spellcasting. The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components:

At will: Detect Evil and Good, Invisibility (self only)


Angelic Weapons. The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).

Divine Awareness. The planetar knows if it hears a lie.

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

Actions

Multiattack. The planetar makes two melee attacks.

Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.

Healing Touch (4/Day). The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Planetars act as the weapons of the gods they serve, presenting a tangible representation of their deities’ might. A planetar can call down rain to relieve a drought, or can loose an insect plague to devour crops. A planetar’s celestial ears detect every falsehood, and its radiant eyes see through every deception.   Planetars are muscular and hairless and have opalescent green skin and white-feathered wings. They tower over most humanoids, brandishing immense swords with grace. Sometimes sent to aid powerful mortals on important tasks for good, planetars are especially fond of missions that involve battling fiends.

Angels

An angel is a celestial agent sent forth into the planes to further its god’s agenda for weal or woe. Its sublime beauty and presence can drive awestruck onlookers to their knees. Yet angels are destroyers too, and their appearance portends doom as often as it signals hope.   Shards of the Divine. Angels are formed from the astral essence of benevolent gods and are thus divine beings of great power and foresight.
Angels act out the will of their gods with tireless devotion. Even chaotic good deities command lawful good angels, knowing that the angels’ dedication to order best allows them to fulfill divine commands. An angel follows a single driving purpose, as decreed by its deity. However, an angel is incapable of following commands that stray from the path of law and good.
An angel slays evil creatures without remorse. As the embodiment of law and good, an angel is almost never mistaken in its judgments. This quality can create a sense of superiority in an angel, a sense that comes to the fore when an angel’s task conflicts with the goals of another creature. The angel never acquiesces or gives way. When an angel is sent to aid mortals, it is sent not to serve but to command. The gods of good therefore send their angels among mortals only in response to the most dire circumstances.
  Fallen Angels. An angel’s moral compass grants it a sense of infallibility that can sometimes spell its undoing. Angels are usually too wise to fall for a simple deception, but sometimes pride can lead one to commit an evil act. Whether intentional or accidental, such an act is a permanent stain that marks the angel as an outcast.
Fallen angels retain their power but lose their connection to the deities from which they were made. Most fallen angels take their banishment personally, rebelling against the powers they served by seeking rulership over a section of the Abyss or a place among other fallen in the hierarchy of the Nine Hells. Zariel, the ruler of the first layer of the Nine Hells, is such a creature. Rather than rebel, some fallen angels resign themselves to an isolated existence on the Material Plane, living in disguise as simple hermits. If they are redeemed, they can become powerful allies dedicated to justice and compassionate service.
  Immortal Nature. An angel doesn’t require food, drink, or sleep.

SRD (p.265)

Solar CR: 21

Large celestial, lawful good
Armor Class: 21
Hit Points: 243
Speed: 50 ft , fly: 150 ft

STR

26 +8

DEX

22 +6

CON

26 +8

INT

25 +7

WIS

25 +7

CHA

30 +10

Saving Throws: INT +14, WIS +14, CHA +17
Skills: Perception +14
Damage Resistances: Radiant; Nonmagical Bludgeoning, Slashing, and Piercing
Damage Immunities: Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Poisoned
Senses: Truesight 120ft., Passive Perception 24
Languages: All, Telepathy 120ft.
Challenge Rating: 21 ( 33000 XP)
Proficiency Bonus: +7

Innate Spellcasting. The solar's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:

At will: Detect Evil and GoodInvisibility (self only)


Angelic Weapons. The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).

Divine Awareness. The solar knows if it hears a lie.

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

Actions

Multiattack. The solar makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.

Slaying Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.

Flying Sword. The solar releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies.

Healing Touch (4/Day). The solar touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Legendary Actions

The solar 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 solar regains spent legendary actions at the start of its turn.

Teleport. The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Searing Burst (Costs 2 Actions). The solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.

Blinding Gaze (Costs 3 Actions). The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.

A solar is godlike in its glory and power. On the battlefield, the solar’s sword flies into the fray on its own, and a single arrow from a solar’s bow can strike a target dead on contact. So great is a solar’s celestial might that even demon princes shrink at its resonant commands.   It is said that only twenty-four solars exist. The few solars that are known are stewards of specific deities. The others rest in a state of contemplation, waiting for the time when their services are needed to stave off some cosmic threat to the cause of good.

Angels

An angel is a celestial agent sent forth into the planes to further its god’s agenda for weal or woe. Its sublime beauty and presence can drive awestruck onlookers to their knees. Yet angels are destroyers too, and their appearance portends doom as often as it signals hope.   Shards of the Divine. Angels are formed from the astral essence of benevolent gods and are thus divine beings of great power and foresight.
Angels act out the will of their gods with tireless devotion. Even chaotic good deities command lawful good angels, knowing that the angels’ dedication to order best allows them to fulfill divine commands. An angel follows a single driving purpose, as decreed by its deity. However, an angel is incapable of following commands that stray from the path of law and good.
An angel slays evil creatures without remorse. As the embodiment of law and good, an angel is almost never mistaken in its judgments. This quality can create a sense of superiority in an angel, a sense that comes to the fore when an angel’s task conflicts with the goals of another creature. The angel never acquiesces or gives way. When an angel is sent to aid mortals, it is sent not to serve but to command. The gods of good therefore send their angels among mortals only in response to the most dire circumstances.
  Fallen Angels. An angel’s moral compass grants it a sense of infallibility that can sometimes spell its undoing. Angels are usually too wise to fall for a simple deception, but sometimes pride can lead one to commit an evil act. Whether intentional or accidental, such an act is a permanent stain that marks the angel as an outcast.
Fallen angels retain their power but lose their connection to the deities from which they were made. Most fallen angels take their banishment personally, rebelling against the powers they served by seeking rulership over a section of the Abyss or a place among other fallen in the hierarchy of the Nine Hells. Zariel, the ruler of the first layer of the Nine Hells, is such a creature. Rather than rebel, some fallen angels resign themselves to an isolated existence on the Material Plane, living in disguise as simple hermits. If they are redeemed, they can become powerful allies dedicated to justice and compassionate service.
  Immortal Nature. An angel doesn’t require food, drink, or sleep.

Animated Objects


SRD (p.266)

Animated Armor CR: 1

Medium construct, unaligned
Armor Class: 18
Hit Points: 33
Speed: 25 ft

STR

14 +2

DEX

11 +0

CON

13 +1

INT

1 -5

WIS

3 -4

CHA

1 -5

Damage Immunities: Poison, Psychic
Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses: Blindsight 60ft. (blind beyond this radius), Passive Perception 6
Challenge Rating: 1 ( 200 XP)
Proficiency Bonus: +2

Antimagic Susceptibility. The armor is incapacitated while in the area of an Antimagic Field. If targeted by Dispel Magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.

Actions

Multiattack. The armor makes two melee attacks.

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

This suit of magically animated plate armor clamors as it moves, banging and grinding like the vengeful spirit of a fallen knight.
This empty steel shell clamors as it moves, heavy plates banging and grinding against one another like the vengeful spirit of a fallen knight. Ponderous but persistent, this magical guardian is almost always a suit of plate armor.   To add to its menace, animated armor is frequently enchanted with scripted speech, so the armor can utter warnings, demand passwords, or deliver riddles. Rare suits of animated armor are able to carry on an actual conversation.

SRD (p.267)

Flying Sword CR: 1/4

Small construct, unaligned
Armor Class: 17
Hit Points: 17
Speed: 0 ft , fly: 50 ft

STR

12 +1

DEX

15 +2

CON

11 +0

INT

1 -5

WIS

5 -3

CHA

1 -5

Saving Throws: DEX +4
Damage Immunities: Poison, Psychic
Condition Immunities: Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned
Senses: Blindsight 60ft. (blind beyond this radius), Passive Perception 7
Challenge Rating: 1/4 ( 50 XP)
Proficiency Bonus: +2

Antimagic Susceptibility. The sword is incapacitated while in the area of an Antimagic Field. If targeted by Dispel Magic, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall for 1 minute.

False Appearance. While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword.

Actions

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

A magically animated flying sword dances through the air, fighting like a warrior that can’t be injured.
A flying sword dances through the air, fighting with the confidence of a warrior that can’t be injured. Swords are the most common weapons animated with magic. Axes, clubs, daggers, maces, spears, and even self-loading crossbows are also known to exist in animated object form.

SRD (p.267)

Rug of Smothering CR: 2

Large construct, unaligned
Armor Class: 12
Hit Points: 33
Speed: 10 ft

STR

17 +3

DEX

14 +2

CON

10 +0

INT

1 -5

WIS

3 -4

CHA

1 -5

Damage Immunities: Poison, Psychic
Condition Immunities: Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned
Senses: Blindsight 60ft. (blind beyond this radius), Passive Perception 6
Challenge Rating: 2 ( 450 XP)
Proficiency Bonus: +2

Antimagic Susceptibility. The rug is incapacitated while in the area of an Antimagic Field. If targeted by Dispel Magic, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall for 1 minute.

Damage Transfer. While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half.

False Appearance. While the rug remains motionless, it is indistinguishable from a normal rug.

Actions

Smother. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6 + 3) bludgeoning damage.

Would-be thieves and careless heroes arrive at the doorsteps of an enemy’s abode, eyes and ears alert for traps, only to end their quest prematurely as the rugs beneath their feet animate and smother them to death.

A rug of smothering can be made in many different forms, from a finely woven carpet fit for a queen to a coarse mat in a peasant’s hovel. Creatures with the ability to sense magic detect the rug’s false magical aura.

In some cases, a rug of smothering is disguised as a Carpet of Flying or another beneficial magic item. However, a character who stands or sits on the rug, or who attempts to utter a word of command, is quickly trapped as the rug of smothering rolls itself tightly around its victim.

SRD (p.267)

Ankheg CR: 2

Large monstrosity, unaligned
Armor Class: 14
Hit Points: 39
Speed: 30 ft , burrow: 10 ft

STR

17 +3

DEX

11 +0

CON

13 +1

INT

1 -5

WIS

13 +1

CHA

6 -2

Senses: Darkvision 60ft., Tremorsense 60ft., Passive Perception 11
Challenge Rating: 2 ( 450 XP)
Proficiency Bonus: +2

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so.

Acid Spray (Recharge 6). The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.

An ankheg resembles an enormous many-legged insect, its long antennae twitching in response to any movement around it. Its legs end in sharp hooks adapted for burrowing and grasping its prey, and its powerful mandibles can snap a small tree in half.   Lurkers in the Earth. The ankheg uses its powerful mandibles to dig winding tunnels deep beneath the ground. When it hunts, an ankheg burrows upward, waiting below the surface until its antennae detect movement from above.
Then it bursts from the earth and seizes prey in its mandibles, crushing and grinding while it secretes acidic digestive enzymes. These enzymes help dissolve a victim for easy swallowing, but the ankheg can also squirt acid to take down foes.
  Bane of Field and Forest. Although ankhegs receive a certain portion of their nutrients from the soil through which they burrow, they must supplement their diet with fresh meat. Pastures teeming with grazing livestock and forests rife with game are an ankheg’s prime hunting grounds. Ankhegs are thus the bane of farmers and rangers everywhere.   Earthen Tunnels. As it burrows through earth, the ankheg leaves a narrow, partially collapsed tunnel in its wake. In these tunnels, one might find the remnants of molted ankheg chitin, hatched ankheg eggs, or the grisly remains of ankheg victims, including coins or other treasures scattered during the creature’s attack.

Suggested Environments

Forest, Grassland

SRD (p.361)

Ape CR: 1/2

Medium beast, unaligned
Armor Class: 12
Hit Points: 19
Speed: 30 ft , climb: 30 ft

STR

16 +3

DEX

14 +2

CON

14 +2

INT

6 -2

WIS

12 +1

CHA

7 -2

Skills: Athletics +5, Perception +3
Senses: Passive Perception 13
Challenge Rating: 1/2 ( 100 XP)
Proficiency Bonus: +2

Actions

Multiattack. The ape makes two fist attacks.   Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.   Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

SRD (p.361)

Awakened Shrub

Small plant, unaligned
Armor Class: 9
Hit Points: 10
Speed: 20 ft

STR

3 -4

DEX

8 -1

CON

11 +0

INT

10 +0

WIS

10 +0

CHA

6 -2

Damage Vulnerabilities: Fire
Damage Resistances: Piercing
Senses: Passive Perception 10
Languages: One language known by its creator
Challenge Rating: 0 ( 10 XP)
Proficiency Bonus: +2

False Appearance. While the shrub remains motionless, it is indistinguishable from a normal shrub.

Actions

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

An awakened shrub is an ordinary shrub given sentience and mobility by the awaken spell or similar magic.

MM (p.361)

Awakened Tree CR: 2

Huge plant, neutral
Armor Class: 13
Hit Points: 59
Speed: 20 ft

STR

19 +4

DEX

6 -2

CON

15 +2

INT

10 +0

WIS

10 +0

CHA

7 -2

Saving Throws: STR +4, DEX -2, CON +2, CHA -2
Damage Vulnerabilities: Fire
Damage Resistances: Bludgeoning, Piercing
Senses: Passive Perception 10
Languages: Common plus one other language
Challenge Rating: 2 ( 450 XP)
Proficiency Bonus: +2

Actions

Slam. Melee Attack Roll: +6, reach 10 ft. Hit: 13 (2d8 + 4) Bludgeoning damage.

Some awakened trees stand in still, meditative states for long periods, making them easy to mistake for normal plants, while others patrol regions of natural power. Awakened trees are sometimes brought to life by influences from the Feywild, which make them colorful and endlessly blooming, or by Shadowfell energy, which covers them with grotesque burls or makes them look lifeless.   Magic can invest plants with mobility, sapience, and even a voice. Spells such as Awaken or the influence of other planes of existence might bring mundane vegetation to life, while other remarkable plants might naturally have these features.

SRD (p.361)

Axe Beak CR: 1/4

Large beast, unaligned
Armor Class: 11
Hit Points: 19
Speed: 50 ft

STR

14 +2

DEX

12 +1

CON

12 +1

INT

2 -4

WIS

10 +0

CHA

5 -3

Senses: Passive Perception 10
Challenge Rating: 1/4 ( 50 XP)
Proficiency Bonus: +2

Actions

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

An axe beak is a tall flightless bird with strong legs and a heavy, wedge-shaped beak. It has a nasty disposition and tends to attack any unfamiliar creature that wanders too close.

SRD (p.268)

Azer CR: 2

Medium elemental, lawful neutral
Armor Class: 17
Hit Points: 39
Speed: 30 ft

STR

17 +3

DEX

12 +1

CON

15 +2

INT

12 +1

WIS

13 +1

CHA

10 +0

Saving Throws: CON +4
Damage Immunities: Fire, Poison
Condition Immunities: Poisoned
Senses: Passive Perception 11
Languages: Ignan
Challenge Rating: 2 ( 450 XP)
Proficiency Bonus: +2

Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

Heated Weapons. When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).

Illumination. The azer sheds bright light in a 10-­foot radius and dim light for an additional 10 feet.

Actions

Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

Natives of the Elemental Plane of Fire, azers are master crafters, expert miners, and sworn foes of the efreet. In appearance and manner, an azer resembles a male dwarf, but this is a facade. Beneath its metallic-looking skin, an azer is a being of fire, which outwardly manifests in its fiery hair and beard.   Made, Not Born. Azers don’t reproduce. They are each crafted from bronze by another azer and imbued with a portion of the crafter’s inner flame. Each azer is sculpted with unique features. This crafting process limits the growth of the azer population and is the primary reason that these creatures remain rare.   Volcanic Dwellers. Azers dwell in a kingdom on the border between the Elemental Plane of Earth and the Elemental Plane of Fire — a range of mountains and volcanoes whose spires rise as a series of fortresses. Beneath mountain peaks, under volcanic calderas, and amid rivers of magma, azers extract gleaming metals and glittering gems from the earth. Squads of azer patrol the passes and tunnels of their realm, fending off the salamander raiders whose efreet masters order strikes against the azer kingdom.   Enemies of the Efreet. Long ago, the efreet and the azers were allies. Azers helped create the City of Brass, forging that home of the efreet into one of the most wondrous places in creation. When the azers had finished their work, the efreet betrayed them, making a failed attempt to enslave the azers so as to protect the secrets of the city. Despite occasional raids and skirmishes, however, the two sides have so far refrained from all-out conflict. The azers believe that only the threat of them revealing the hidden ways into the City of Brass keeps the efreet in check.   Masters of Metal and Gems. Azers are masterful artisans, and create beautiful works from the gems and precious metals found in their volcanic habitat. They rate the value of such treasures above all other things, sometimes dispatching parties across the planes to seek out rare metals and gemstones.
When azers are called by magic to the Material Plane, it is typically to help forge an elaborate magic item or work of art, for it is said that their skill in such craft knows no equal.
  Living Fire. An azer doesn’t require food, drink, or sleep.
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