Panther

Medium beast, unaligned

Armor Class

12

Hit Points

13 (3d8)

Speed

50 ft., climb 40 ft.

Skills

Perception +4, Stealth +6

Senses

passive Perception 14

Languages

Challenge

1/4 (50 XP)

Keen Smell:

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

Pounce:

If the panther 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 12 Strength saving throw or be knocked Prone. If the target is Prone, the panther can make one bite attack against it as a bonus action.

Actions

Bite:

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

Claw:

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

Pegasus

Large celestial, chaotic good

Armor Class

12

Hit Points

59 (7d10 + 21)

Speed

60 ft., fly 90 ft.

Saving Throws

Dex +4, Wis +4, Cha +3

Skills

Perception +6

Senses

passive Perception 16

Languages

understands Celestial, Common, Elvish and Sylvan but can't speak

Challenge

2 (450 XP)

Actions

Hooves:

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

Pit Fiend

Large fiend (devil), lawful evil

Armor Class

19 (natural armour)

Hit Points

300 (24d10 + 168)

Speed

30 ft., fly 60 ft.

Saving Throws

Dex +8, Con +13, Wis +10

Damage Resistances

cold, bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered

Damage Immunities

fire, poison

Condition Immunities

Poisoned

Senses

truesight 120 ft., passive Perception 14

Languages

Infernal, telepathy 120 ft.

Challenge

20 (25,000 XP)

Fear Aura:

Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend 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 pit fiend’s Fear Aura for the next 24 hours.

Magic Resistance:

The pit fiend has advantage on saving throws against spells and other magical effects.

Magic Weapons:

The pit fiend’s weapon attacks are magical.

Innate Spellcasting:

The pit fiend’s spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components:

At will:

Detect Magic, Fireball

3/day each:

Hold Monster, Wall of Fire

Actions

Multiattack:

The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.

Bite:

Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become Poisoned. While Poisoned in this way, the target can’t regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The Poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claw:

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.

Mace:

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.

Tail:

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.

Planetar

Large celestial, lawful good

Armor Class

19 (natural armour)

Hit Points

200 (16d10 + 112)

Speed

40 ft., fly 120 ft.

Saving Throws

Con +12, Wis +11, Cha +12

Skills

Perception +11

Damage Resistances

radiant; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities

Charmed, Exhaustion, Frightened

Senses

truesight 120 ft., passive Perception 21

Languages

all, telepathy 120 ft.

Challenge

16 (15,000 XP)

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.

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)

3/day each:

Blade Barrier, Dispel Evil and Good, Flame Strike, Raise Dead

1/day each:

Commune, Control Weather, Insect Plague

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.

Plesiosaurus

Large beast, unaligned

Armor Class

13 (natural armour)

Hit Points

68 (8d10 + 24)

Speed

20 ft., swim 40ft.

Skills

Perception +3, Stealth +4

Senses

passive Perception 13

Languages

&mdash

Challenge

2 (450 XP)

Hold Breath

The plesiosaurus can hold its breath for 1 hour.

Actions

Bite:

Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) piercing damage.

Polar Bear

Large beast, unaligned

Armor Class

12 (natural armour)

Hit Points

42 (5d10 + 15)

Speed

40 ft., swim 30 ft.

Skills

Perception +3

Senses

passive Perception 13

Languages

Challenge

2 (450 XP)

Keen Smell:

The bear has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack:

The bear makes two attacks: one with its bite and one with its claws.

Bite:

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

Claws:

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

Pony

Medium beast, unaligned

Armor Class

10

Hit Points

11 (2d8 + 2)

Speed

40 ft.

Senses

passive Perception 10

Languages

Challenge

1/8 (25 XP)

Actions

Hooves:

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

Pseudodragon

Tiny drgaon, neutral good

Armor Class

13 (natural armour)

Hit Points

7 (2d4 + 2)

Speed

15 ft., fly 60 ft.

Skills

Perception +3, Stealth +4

Senses

blindsight 10 ft., darkvision 60 ft., passive Perception 13

Languages

understands Common and Draconic but can’t speak

Challenge

1/4 (50 XP)

Keen Senses:

The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

Magic Resistance:

The pseudodragon has advantage on saving throws against spells and other magical effects.

Limited Telepathy:

The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.

Actions

Bite:

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

Sting:

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become Poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls Unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.

Purple Worm

Gargantuan monstrosity, unaligned

Armor Class

18 (natural armour)

Hit Points

247 (15d20 + 90)

Speed

50 ft., burrow 30 ft.

Saving Throws

Con +11, Wis +4

Senses

blindsight 30 ft., tremorsense 60 ft., passive Perception 9

Languages

Challenge

15 (13,000 XP)

Tunneler:

The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

Actions

Multiattack:

The worm makes two attacks: one with its bite and one with its stinger.

Bite:

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is Blinded and Restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm’s turns. If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall Prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer Restrained by it and can escape from the corpse by using 20 feet of movement, exiting Prone.

Tail Stinger:

Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.