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SRD

Eagle

Small beast, unaligned
Armor Class: 12
Hit Points: 3
Speed: 10 ft , fly: 60 ft

STR

6 -2

DEX

15 +2

CON

10 +0

INT

2 -4

WIS

14 +2

CHA

7 -2

Skills: Perception +4
Senses: Passive Perception 14
Challenge Rating: 0 ( 10 XP)
Proficiency Bonus: +2

Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.

Actions

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

SRD

Air Elemental CR: 5

Large elemental, neutral
Armor Class: 15
Hit Points: 90
Speed: 0 ft , fly: 90 ft , can hover

STR

14 +2

DEX

20 +5

CON

14 +2

INT

6 -2

WIS

10 +0

CHA

6 -2

Damage Resistances: Lightning, Thunder; Nonmagical Bludgeoning, Piercing, and Slashing
Damage Immunities: Poison
Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses: Darkvision 60ft., Passive Perception 10
Languages: Auran
Challenge Rating: 5 ( 1800 XP)
Proficiency Bonus: +3

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

Actions

Multiattack. The elemental makes two slam attacks.   Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.   Whirlwind (Recharge 4–6). Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.   If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

An air elemental is a funneling cloud of whirling air with a vague semblance of a face. It can turn itself into a screaming cyclone, creating a whirlwind that batters creatures even as it flings them away.
An air elemental is a funneling cloud of whirling air with a vague semblance of a face. Although it likes to race across the ground, picking up dust and debris as it goes, it can also fly and attack from above.   An air elemental can turn itself into a screaming cyclone, creating a whirlwind that batters creatures even as it flings them away.

Creature Codex (p.138)

Blood Elemental CR: 5

Large elemental, neutral
Armor Class: 14
Hit Points: 95
Speed: 30 ft

STR

16 +3

DEX

13 +1

CON

18 +4

INT

5 -3

WIS

19 +4

CHA

5 -3

Damage Vulnerabilities: Poison
Damage Resistances: Acid, Fire; Nonmagical Bludgeoning, Slashing, and Piercing
Damage Immunities: Necrotic, Psychic
Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses: Darkvision 60ft., Passive Perception 10
Languages: Primordial
Challenge Rating: 5 ( 1800 XP)
Proficiency Bonus: +3

Coagulate. Each time the elemental takes cold damage, its speed is reduced by 10 feet until the end of its next turn.   Destroyed by Water. If the blood elemental becomes entirely submerged in water, it dissipates and dies instantly.    Liquid Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The elemental makes two slam attacks.   Slam. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 12 (2d8+3) bludgeoning damage.   Blood Drain (Recharge 4-6). Each creature in the elemental's space must make a DC 15 Constitution saving throw. On a failure, a creature takes 10 (3d6) necrotic damage and, if it is Large or smaller, it is grappled (escape DC 13). A grappled creature is restrained and unable to breathe. If the saving throw is successful, the creature is pushed out of the elemental's space. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of the elemental's turn, each target grappled by it takes 10 (3d6) necrotic damage. A creature within 5 feet of the elemental can use its action to make a DC 15 Strength check, freeing a grappled creature on a success. When Blood Drain deals 30 or more nectoric damage, the elemental grows in size as though affected by an Enlarge/Reduce spell. This increase in size lasts until the blood elemental finished a long rest.

A swirling, bubbling, ambulatory glob of blood the size of a hogshead cask lurches forward. Native to a lake of churning blood on an abyssal plane, blood elementals aren’t typical elementals.   Blood mages seem able to retain tiny blood elementals as familiars or guardians of some kind, though the exact nature of their bond is a mystery they guard jealously. Many small sects of blood cultists seem to learn the secret, leading some savants to believe that this knowledge is freely shared by priests of Marena and similar dark gods.   Drawn to Life. A blood elemental is drawn to movement and absorbs whatever living creatures it finds, increasing its size and power in the process. Though feeding is not necessary to sustain themselves, blood elementals, over time, will shrink unless they consume living creatures. However, their need for prey is relatively slight-once a week to maintain their size.   Blood Summoning. Offerings of blood and blood magic spells draw blood elementals from their planar homes, with the proper ritual. They also sometimes follow in the wake of certain demons and devils, devouring entire bodies in a matter of hours.
When a blood elemental feeds, it first removes all liquids, then liquefies and consumes the remaining flesh, and finally sucks out the marrow, leaving behind only dry, reddish bones.
  Elemental Nature. The blood elemental doesn’t require air, food, drink, or sleep.

SRD

Earth Elemental CR: 5

Large elemental, neutral
Armor Class: 17
Hit Points: 126
Speed: 30 ft , burrow: 30 ft

STR

20 +5

DEX

8 -1

CON

20 +5

INT

5 -3

WIS

10 +0

CHA

5 -3

Damage Vulnerabilities: Thunder
Damage Resistances: Nonmagical Bludgeoning, Piercing, and Slashing
Damage Immunities: Poison
Condition Immunities: Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious
Senses: Darkvision 60ft., Tremorsense 60ft., Passive Perception 10
Languages: Terran
Challenge Rating: 5 ( 1800 XP)
Proficiency Bonus: +3

Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.

Siege Monster. The elemental deals double damage to objects and structures.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

An earth elemental plods forward like a walking hill, club-like arms of jagged stone swinging at its sides. Its head and body consist of dirt and stone, occasionally set with chunks of metal, gems, and bright minerals.
An earth elemental plods forward like a walking hill, club-like arms of jagged stone swinging at its sides. Its head and body consist of dirt and stone, occasionally set with chunks of metal, gems, and bright minerals.   Earth elementals glide through rock and earth as though they were liquid. Earthbound creatures have much to fear from an earth elemental, since the elemental can pinpoint the precise location of any foe that stands on solid ground in its vicinity.

SRD

Fire Elemental CR: 5

Large elemental, neutral
Armor Class: 13
Hit Points: 102
Speed: 50 ft

STR

10 +0

DEX

17 +3

CON

16 +3

INT

6 -2

WIS

10 +0

CHA

7 -2

Damage Resistances: Nonmagical Bludgeoning, Piercing, and Slashing
Damage Immunities: Fire, Poison
Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses: Darkvision 60ft., Passive Perception 10
Languages: Ignan
Challenge Rating: 5 ( 1800 XP)
Proficiency Bonus: +3

Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental 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.   Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.   Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions

Multiattack. The elemental makes two touch attacks.

Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

A faint humanoid shape shows in a fire elemental’s capricious devastation. Wherever it moves, it sets its surroundings ablaze, turning the world to ash, smoke, and cinders.
A faint humanoid shape threads through the core of this wild, moving flame. A fire elemental is a force of capricious devastation. Wherever it moves, it sets its surroundings ablaze, turning the world to ash, smoke, and cinders. Water can halt its destructive progress, causing the fire elemental to shrink back, hissing and smoking in pain and rage.

SRD

Water Elemental CR: 5

Large elemental, neutral
Armor Class: 14
Hit Points: 114
Speed: 30 ft , swim: 90 ft

STR

18 +4

DEX

14 +2

CON

18 +4

INT

5 -3

WIS

10 +0

CHA

8 -1

Damage Resistances: Acid; Nonmagical Bludgeoning, Piercing, and Slashing
Damage Immunities: Poison
Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses: Darkvision 60ft., Passive Perception 10
Languages: Aquan
Challenge Rating: 5 ( 1800 XP)
Proficiency Bonus: +3

Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.   Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.

Actions

Multiattack. The elemental makes two slam attacks.   Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.   Whelm (Recharge 4–6). Each creature in the elemental'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 elemental's space.   The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding.

A water elemental is a cresting wave that rolls across the ground, becoming nearly invisible as it courses through a larger body of water. It engulfs creatures that stand against it, filling their mouths and lungs as easily as it smothers flame.

SRD (p.366)

Elephant CR: 4

Huge beast, unaligned
Armor Class: 12
Hit Points: 76
Speed: 40 ft

STR

22 +6

DEX

9 -1

CON

17 +3

INT

3 -4

WIS

11 +0

CHA

6 -2

Senses: Passive Perception 10
Challenge Rating: 4 ( 1100 XP)
Proficiency Bonus: +2

Trampling Charge. If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action.

Actions

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.

Bonus Actions

Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.

Suggested Environments

Grassland

SRD

Elk CR: 1/4

Large beast, unaligned
Armor Class: 10
Hit Points: 13
Speed: 50 ft

STR

16 +3

DEX

10 +0

CON

12 +1

INT

2 -4

WIS

10 +0

CHA

6 -2

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

Charge. If the elk 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 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Actions

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.   Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) bludgeoning damage.

SRD (p.310)

Elves: Drow CR: 1/4

Medium humanoid, neutral evil
Armor Class: 15
Hit Points: 13
Speed: 30 ft

STR

10 +0

DEX

14 +2

CON

10 +0

INT

11 +0

WIS

11 +0

CHA

12 +1

Skills: Perception +2, Stealth +4
Senses: Darkvision 120ft., Passive Perception 12
Languages: Elvish, Undercommon
Challenge Rating: 1/4 ( 50 XP)
Proficiency Bonus: +2

Innate Spellcasting. The drow’s spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:


Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.   Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.   Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Tens of thousands of years ago, the elves were divided, with those of benevolent disposition battling those that were selfish and cruel. The war among elvenkind ended when the good elves banished their malevolent kin to the subterranean depths. Here, in the lightless caverns and endless warrens of twisting passages, the drow found refuge. They also found leadership in the only elven deity who had not forsaken them. At her command, the drow built an empire in the underworld.   Children of Lolth. The drow worship Lolth, a deity who resides in the Abyss. Known as the Spider Queen or the Demon Queen of Spiders, she is the figure around which the drow have built their subterranean civilization. Whatever she demands, the drow do.
Drow are seldom seen by the surface world. Though they plot to destroy the elves that banished them, they no longer see themselves as exiles. They are the destined rulers of the darkness, and when Lolth commands them to rise up and destroy their surface-dwelling kin, they will.
  Creatures of Darkness. The drow have lived underground for so long that they have evolved to their surroundings and can see in the dark. However, they can no longer stand sunlight. When laborers are in short supply in the Underdark, the drow send raiding parties to the surface to capture humanoids under cover of darkness, bringing them back to their cities to be tortured into submission. Beyond those occasional excursions, the drow are content to remain in their subterranean realm, where they feel secure and in control.   Underdark Cities. The drow build fantastic cities in enormous caverns where food and water are abundant. Their ability to sculpt stone rivals that of the greatest dwarf artisans, yet their structures retain a decidedly elven aesthetic. Though appearing delicate, drow settlements are structurally sound and remarkably resilient. The drow like to hollow out enormous stalagmites and stalactites, creating populated spires that rise from the floors and ceilings.
A drow city is a sprawling metropolis enclosed by high walls. Non-drow visitors must conduct their business outside the walls under watchful eyes. The drow raise and keep giant spiders to help protect their cities against intruders, even as they drape those cities in beautiful webbing, creating a gossamer snare to catch flying enemies that would otherwise soar over the walls.
  Poison Predilection. Distilled from spider venom and the flora of the Underdark, poison can be found in abundance among the drow, and it plays an important part in their culture and politics. Drow mages concoct a viscid toxin that leaves enemies unconscious. Drow warriors coat their blades and crossbow bolts with this venom, looking forward to the interrogation and torture that follows combat.   Drow Magic. Just as the drow have adapted to underground life, so too has their magic. In addition to using that magic to carve their cities from stone, they empower their weapons, create dangerous new magic items, and summon demons from the Abyss. Drow spellcasters are supremely arrogant and never hesitate to use their magic in the most abhorrent ways.   Arms and Armor. Drow craft weapons made of adamantine, a dark and supernaturally hard metal. Drow artisans adorn their weapons and armor with web-like filigree and spider motifs, and mages sometimes imbue items with magic to enhance their effectiveness. However, such magic fades when exposed to sunlight, so that magical drow weapons and armor rarely retain their enhancement bonuses and magical properties when brought to the surface.   Cutthroat Politics. Drow politics are cutthroat and rife with intrigue. When drow work together, it is typically to destroy a common foe and ensure their own survival, and such alliances are short lived and fraught with peril.
Drow society is divided into noble houses, each ruled by a matron who seeks to raise the prestige and power of her house above all others. Other high-ranking members of the house are blood relatives, while the middling ranks are flush with drow from weaker families that have sworn fealty to the greater house. Clinging precariously to the bottom rung of a house’s social ladder are drow of low birth and the occasional non-drow captive.
  Matriarchal Rule. Lolth, through her faithful priestesses, dictates the rules of drow society, ensuring that her orders and plots are carried out. Since Lolth is prone to manifesting on the Material Plane and directly punishing those that disobey her, the drow have learned to heed what she says and do as her priestesses command.
In drow society, males are subservient to females. A male drow might lead an Underdark patrol or a raiding party to the surface, but he reports to a female drow — either the matron of his house or one of her hand-picked female subordinates. Although male drow can fill almost any function in drow society, they can’t be priests, nor can they rule a house.

Suggested Environments

Underdark

MM (p.130)

Empyrean CR: 23

Huge celestial, unaligned
Armor Class: 22
Hit Points: 313
Speed: 50 ft , fly: 50 ft , swim: 50 ft

STR

30 +10

DEX

21 +5

CON

30 +10

INT

21 +5

WIS

22 +6

CHA

27 +8

Saving Throws: STR +17, INT +12. WIS +13, CHA +15
Skills: Insight +13, Persuasion +15
Damage Immunities: Nonmagical Bludgeoning, Piercing, and Slashing
Senses: Truesight 120ft., Passive Perception 16
Languages: All
Challenge Rating: 23 ( 50000 XP)
Proficiency Bonus: +7

Innate Spellcasting. The empyrean’s innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:


Legendary Resistance (3/Day). If the empyrean fails a saving throw, it can choose to succeed instead.   Magic Resistance. The empyrean has advantage on saving throws against spells and other magical effects.   Magic Weapons. The empyrean’s weapon attacks are magical.   Alignment. The alignment of an Empyrean is chaotic good (75%) or neutral evil (25%).

Actions

Maul. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (6d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of the empyrean’s next turn.   Bolt. Ranged Spell Attack: +15 to hit, range 600 ft., one target. Hit: 24 (7d6) damage of one of the following types (empyrean’s choice): acid, cold, fire, force, lightning, radiant, or thunder.

Legendary Actions

The empyrean 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 empyrean regains spent legendary actions at the start of its turn.   Attack. The empyrean makes one attack.   Bolster. The empyrean bolsters all nonhostile creatures within 120 feet of it until the end of its next turn. Bolstered creatures can’t be charmed or frightened, and they gain advantage on ability checks and saving throws until the end of the empyrean’s next turn.   Trembling Strike (Costs 2 Actions). The empyrean strikes the ground with its maul, triggering an earth tremor. All other creatures on the ground within 60 feet of the empyrean must succeed on a DC 25 Strength saving throw or be knocked prone.

Empyreans are the celestial children of the gods of the Upper Planes. They are universally beautiful, statuesque, and self-assured.   Manifest Emotion. An empyrean can experience deity-like fits of serenity or rage. It can affect the environment around it by its mood. When an empyrean is unhappy, the clouds might cry tears of salt water, the wildflowers in surrounding meadows might wilt, dead fish might wash ashore in lakes or rivers, or a nearby forest might lose the leaves from its trees. When an empyrean is jubilant, sunlight follows it everywhere, small animals frolic in its footsteps, and birds fill the sky with their pleasing songs.   Evil Empyreans. A few empyreans have turned to evil after venturing to the Lower Planes and becoming corrupted, or as the result of being cursed by evil gods. An evil empyrean can’t survive long on the Upper Planes and usually retreats to the Material Plane, where it can rule over a kingdom of mortals as an indomitable tyrant.   Immortal Titans. Empyreans don’t age but can be slain. Because few empyreans can imagine their own demise, they fight fearlessly when drawn into battle, refusing to believe that the end is upon them even when standing at death’s door. When an empyrean dies, its spirit returns to its home plane. There, one of the fallen empyrean’s parents resurrects the empyrean unless he or she has a good reason not to.

SRD (p.311)

Ettercap CR: 2

Medium monstrosity, neutral evil
Armor Class: 13
Hit Points: 44
Speed: 30 ft , climb: 30 ft

STR

14 +2

DEX

15 +2

CON

13 +1

INT

7 -2

WIS

12 +1

CHA

8 -1

Skills: Perception +3, Stealth +4, Survival +3
Senses: Darkvision 60ft., Passive Perception 13
Challenge Rating: 2 ( 450 XP)
Proficiency Bonus: +2

Spider Climb. The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.   Web Sense. While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.   Web Walker. The ettercap ignores movement restrictions caused by webbing.

Actions

Multiattack. The ettercap makes two attacks: one with its bite and one with its claws.   Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.   Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.   Web (Recharge 5–6). Ranged Weapon Attack: +4 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.

Ettercaps are humanoid spiders that tend, feed, and watch over spiders the way a shepherd oversees a flock of sheep. They lair deep in remote forests.
Fine strands of silk stream from glands in an ettercap’s abdomen, letting it shoot sticky strands of webbing to bind, entrap, or strangle its victims. It can also use its webbing to fashion elaborate snares and nets, which often festoon its lair.
  Quiet Killers. When travelers and explorers venture into an ettercap’s territory, the ettercap stalks them. Some meet their end wandering blindly into traps or sections of forest enclosed by webs. Others, the ettercap garrotes with strands of web or envenoms with its poisonous bite.   Sylvan Despoilers. Though they dwell in the wilds, ettercaps have no desire to live in harmony with nature. A forest infested with ettercaps transforms into a gloomy place, choked with webs and infested with giant spiders, giant insects, and other sinister predators. Creatures that wander too far into such a wood are soon lost in a maze of webs that dangle with the bones and lost treasures of the ettercaps’ victims.   Enemies of the Fey. Ettercaps are natural enemies of fey creatures. The foul creatures set web snares to catch sprites and pixies, which they hungrily devour, and will encase a dryad’s tree in webbing in a vain attempt to trap the dryad. Otherwise timid fey will sometimes approach outsiders for help in dealing with an ettercap infestation, being ill-equipped to deal with the malevolent creatures themselves.

Suggested Environments

Forest

SRD (p.311)

Ettin CR: 4

Large giant, chaotic evil
Armor Class: 12
Hit Points: 85
Speed: 40 ft

STR

21 +5

DEX

8 -1

CON

17 +3

INT

6 -2

WIS

10 +0

CHA

8 -1

Skills: Perception +4
Senses: Darkvision 60ft., Passive Perception 14
Languages: Giant, Orc
Challenge Rating: 4 ( 1100 XP)
Proficiency Bonus: +2

Two Heads. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked .   Wakeful. When one of the ettin’s heads is asleep, its other head is awake.

Actions

Multiattack. The ettin makes two attacks: one with its battleaxe and one with its morningstar.   Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.   Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

An ettin is a foul, two-headed giant with the crude characteristics of an orc. It never bathes if it can help it, and its thick skin is usually encrusted with a thick layer of dirt and grime beneath the stinking hides it wears. Its long stringy hair hangs in an unkempt mess about its faces, and its breath reeks from mouths filled with crooked teeth and tusks.   Dual Personality. The twin heads of an ettin are two individuals trapped in the same brutish body. Each head has its own mind, personality, and name, and possesses unique preferences and quirks. Bound from birth, both minds only rarely experience privacy or solitude. This familiarity breeds contempt, and an ettin bullies and argues with itself constantly, its two heads each taking constant offense at the other’s slights.
When other creatures refer to an ettin, they combine its double names to form a single compound name that applies to the creature as a whole. If an ettin has one head named Hargle and another named Vargle, other creatures call the ettin Harglevargle.
  Solitary Lives. As much as an ettin argues with itself, it is even less tolerant of other ettins, since a conversation between two ettins almost always amounts to a shouting match between a crowd of four belligerent heads. Most ettins are solitary creatures as a result, tolerating one another only to reproduce.
An ettin’s twin heads are always the same gender, with a body to match. Females are the dominant gender among ettins, and they initiate the ettins’ mating rituals. After finding a suitable den, a female ettin hunts and conquers a male, which cares for and feeds her during her six-month pregnancy. Once the child is born, the male ettin is released from servitude. When the child is old enough to hunt for itself, the mother sends it away and abandons the den.
  Two Heads Are Better Than One. When focused on a mutually beneficial purpose or united by a common threat, an ettin can resolve its personality differences and dedicate itself fully to a task. An ettin fights with a weapon in each hand, making twin attacks directed by its respective heads. When an ettin sleeps, one of its heads remains ever alert, gaining its only moments of privacy and keeping two eyes open for any creature that disturbs its precious solitude.   Orcish Ties. In ancient dialects of Common, the word “ettin” translates as “ugly giant.” Legends tell of orcs that once stumbled upon a temple to Demogorgon, the magic of which transformed them into giant mockeries of the twin-headed Prince of Demons. These creatures scattered into the wilderness to become the first ettins.
Whatever the truth of the ettins’ origin, orcs treat them as distant cousins, and orc tribes often entice ettins to serve as guards, scouts, and marauders. An ettin isn’t particularly loyal to its orc handlers, but the orcs can win it over with the promise of food and loot.

Suggested Environments

Hill, Mountain, Underdark


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