13 (natural armour)
97 (13d10 + 26)
30 ft.
Deception +7, Insight +4, Stealth +3
darkvision 60 ft., passive Perception 12
Abyssal, Common
4 (1,100 XP)
The lamia’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:
Disguise Self (any humanoid form), Major Image
Charm Person, Mirror Image, Scrying, Suggestion
Geas
The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.
7
13 (3d8)
15 ft.
cold
fire, poison
Poisoned
darkvision 120 ft., passive Perception 10
understands Infernal but can't speak
0 (10 XP)
Magical darkness doesn’t impede the lemure’s darkvision.
A lemure 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.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
17 (natural armour)
135 (18d8 + 54)
30 ft.
Con +10, Int +12, Wis +9
Arcana +18, History +12, Insight +9, Perception +9
cold, lightning, necrotic
poison; bludgeoning, piercing, and slashing from nonmagical attacks
Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
truesight 120 ft., passive Perception 19
Common plus up to five other languages
21 (33,000 XP)
If the lich fails a saving throw, it can choose to succeed instead.
If it has a phylactery, a destroyed lich 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.
The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:
Mage Hand, Prestidigitation, Ray of Frost
Detect Magic, Magic Missile, Shield, Thunderwave
Acid Arrow, Detect Thoughts, Invisibility, Mirror Image
Animate Dead, Counterspell, Dispel Magic, Fireball
Blight, Dimension Door
Cloudkill, Scrying
Disintegrate, Globe of Invulnerability
Finger of Death, Plane Shift
Dominate Monster, Power Word Stun
Power Word Kill
The lich has advantage on saving throws against any effect that turns undead.
Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be Paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The lich 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 lich regains spent legendary actions at the start of its turn.
The lich casts a cantrip.
The lich uses its Paralyzing Touch.
The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become Frightened for 1 minute. The Frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the lich’s gaze for the next 24 hours.
Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
12
26 (4d10 + 4)
50 ft.
Perception +3, Stealth +6
passive Perception 13
—
1 (200 XP)
The lion has advantage on Wisdom (Perception) checks that rely on smell.
The lion has advantage on an attack roll against a creature if at least one of the lion’s allies is within 5 feet of the creature and the ally isn’t Incapacitated.
If the lion 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 13 Strength saving throw or be knocked Prone. If the target is Prone, the lion can make one bite attack against it as a bonus action.
With a 10-foot running start, the lion can long jump up to 25 feet.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
10
2 (1d4)
20 ft., climb 20 ft.
darkvision 30 ft., passive Perception 9
—
0 (10 XP)
Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
12 (natural armour)
19 (3d10 + 3)
30 ft., climb 30 ft.
darkvision 30 ft., passive Perception 10
—
1/4 (50 XP)
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
A giant lizard can be ridden or used as a draft animal. Lizardfolk also keep them as pets, and subterranean giant lizards are used as mounts and pack animals by drow, duergar, and others.
15 (natural armour, shield)
22 (4d8 + 4)
30 ft., swim 30 ft.
Perception +3, Stealth +4, Survival +5
passive Perception 13
Draconic
1/2 (100 XP)
The lizardfolk can hold its breath for 15 minutes.
The lizardfolk makes two melee attacks, each one with a different weapon.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.