Eye of the All-Father

22
48126d20 + 208
+14(24)
40 ft.burrow 40 ft., fly 80 ft.
MODSAVE
STR29+9+9
DEX10+0+7
CON27+8+8
MODSAVE
INT18+4+4
WIS17+3+10
CHA25+7+7

Skills Perception +17, Stealth +7

Immunities Lightning

Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27

Languages Common, Draconic

Traits


Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.

Actions


Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast Shatter (level 3 version).

Rend. Melee Attack Roll: +16, reach 15 ft. Hit: 18 (2d8 + 9) Slashing damage plus 11 (2d10) Lightning damage.

Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 23, each creature in a 120-foot-long, 10-foot-wide Line. Failure: 88 (16d10) Lightning damage. Success: Half damage.

Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 22):

At Will:. At Will: Detect Magic, Invisibility, Mage Hand, Shatter (level 3 version) 1/Day Each: Scrying, Sending

Legendary Actions


Legendary Action Uses. 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.

Cloaked Flight. The dragon uses Spellcasting to cast Invisibility on itself, and it can fly up to half its Fly Speed. The dragon can’t take this action again until the start of its next turn.

Sonic Boom. The dragon uses Spellcasting to cast Shatter (level 3 version). The dragon can’t take this action again until the start of its next turn.

Tail Swipe. The dragon makes one Rend attack.

13
679d8 + 27
+1(11)
30 ft.
MODSAVE
STR16+3+3
DEX12+1+1
CON17+3+3
MODSAVE
INT9-1-1
WIS11+0+0
CHA9-1-1

Gear Greataxe, Hide Armor

Senses Passive Perception 10

Languages Common

Traits


Bloodied Frenzy. While Bloodied, the berserker has Advantage on attack rolls and saving throws.

Actions


Greataxe. Melee Attack Roll: +5, reach 5 ft. Hit: 9 (1d12 + 3) Slashing damage.

17
14714d10 + 70
-1(9)
30 ft.burrow 30 ft.
MODSAVE
STR20+5+5
DEX8-1-1
CON20+5+5
MODSAVE
INT5-3-3
WIS10+0+0
CHA5-3-3

Vulnerabilities Thunder

Immunities Poison; Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious

Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 10

Languages Primordial (Terran)

Traits


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 attacks, using Slam or Rock Launch in any combination.

Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Bludgeoning damage.

Rock Launch. Ranged Attack Roll: +8, range 60 ft. Hit: 8 (1d6 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.

21+3 plate armor
204(12d12 + 60)
40 ft.
MODSAVE
STR23+6+6
DEX9-1-1
CON21+5+5
MODSAVE
INT9-1-1
WIS10+0+0
CHA12+1+1

Saving Throws CON +8, WIS +3, CHA +4

Skills Athletics +9, Perception +3

Damage Immunities Cold

Senses Passive Perception 13

Languages Common, Giant

Traits


Legendary Resistance (1/day). Once per day, when he fails a saving throw, he can choose to succeed instead.

Cool Metal (1/day). As an action, you can cast a version of the heat metal spell (save DC 13) that deals cold damage instead of fire damage. Once this power is used, it can't be used again until the next dawn.

Actions


Multiattack. The giant makes two greataxe attacks.

Greataxe. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 7) slashing damage, or 39 (5d12 + 7) slashing damage if the target is human.

Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

14
264d10 + 4
+3(13)
30 ft.climb 30 ft.
MODSAVE
STR14+2+2
DEX16+3+3
CON12+1+1
MODSAVE
INT2-4-4
WIS11+0+0
CHA4-3-3

Skills Perception +4, Stealth +7

Damage Resistances Cold

Senses Darkvision 60 ft., Passive Perception 14

Traits


Spider Climb. The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Web Walker. The spider ignores movement restrictions caused by webs, and it knows the location of any other creature in contact with the same web.

Actions


Bite. Melee Attack Roll: +5 , reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 7 (2d6) Poison damage.

Web (Recharge 5–6). Dexterity Saving Throw: DC 13, one creature the spider can see within 60 feet. Failure: The target has the Restrained condition until the web is destroyed (AC 10; HP 5; Vulnerability to Fire damage; Immunity to Poison and Psychic damage). While restrained in an ice spider's web, a creature takes 1 cold damage at the start of each of its turns.

14
444d10 + 4
+3(13)
30 ft.climb 30 ft.
MODSAVE
STR14+2+2
DEX16+3+3
CON12+1+1
MODSAVE
INT2-4-4
WIS11+0+0
CHA4-3-3

Skills Perception +4, Stealth +7

Damage Resistances Cold

Senses Darkvision 60 ft., Passive Perception 14

Traits


Spider Climb. The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Web Walker. The spider ignores movement restrictions caused by webs, and it knows the location of any other creature in contact with the same web.

Cold Aura. Any creature that starts its turn within 5 feet of the queen takes 5 (2d4) cold damage.

Actions


Bite. Melee Attack Roll: +5 , reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 7 (2d6) Poison damage.

Web (Recharge 5–6). Dexterity Saving Throw: DC 13, one creature the spider can see within 60 feet. Failure: The target has the Restrained condition until the web is destroyed (AC 10; HP 5; Vulnerability to Fire damage; Immunity to Poison and Psychic damage). While restrained in the ice spider queen's web, a creature takes 2 (1d4) cold damage at the start of each of its turns

17
19517d12 + 85
+5(15)
40 ft.burrow 30 ft.
MODSAVE
STR24+7+7
DEX13+1+1
CON21+5+5
MODSAVE
INT4-3-3
WIS10+0+0
CHA5-3-3

Damage Immunities Cold, Fire

Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 10

Languages -

Traits


Heat Aura. At the end of each of the remorhaz’s turns, each creature in a 5-foot Emanation originating from the remorhaz takes 16 (3d10) Fire damage.

Actions


Bite. Melee Attack Roll: +11, reach 10 ft. Hit: 18 (2d10 + 7) Piercing damage plus 14 (4d6) Fire damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 17), and it has the Restrained condition until the grapple ends.

Bonus Actions


Swallow. Strength Saving Throw: DC 19, one Large or smaller creature Grappled by the remorhaz (it can have up to two creatures swallowed at a time). Failure: The target is swallowed by the remorhaz, and the Grappled condition ends. A swallowed creature has the Blinded and Restrained conditions, it has Total Cover against attacks and other effects outside the remorhaz, and it takes 10 (3d6) Acid damage plus 10 (3d6) Fire damage at the start of each of the remorhaz’s turns.

If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 5 feet of the remorhaz and has the Prone condition. If the remorhaz dies, any swallowed creature no longer has the Restrained condition and can escape from the corpse by using 15 feet of movement, exiting Prone.

Notes


Skill Check: Nature, SG 21

Time to loot: 4h

  • 1d4 Remorhaz Fangs. Can be crafted into a dagger (150 gp, 9 days). On a hit, this weapon deals an additional 1d6 fire damage.
  • 1 Remorhaz Hide. Can be crafted into a set of light armor (3000 gp, 75 days). Requires attunement. While wearing the armor, you are resistant to fire and cold damage. Two sets of armor can be crafted from this hide.
  • 2d8 Remorhaz Teeth. One tooth can be used as the tip on an arrow or a crossbow bolt. Ranged attacks that use ammunition made from these teeth deal an additional 1d6 fire damage on a hit. After the ammunition has been fired, it loses this property.

11
193d8 + 6
+1(11)
20 ft.climb or Fly 20 ft. (DM's choice)
MODSAVE
STR3-4-4
DEX13+1+1
CON14+2+2
MODSAVE
INT1-5-5
WIS7-2-2
CHA1-5-5

Resistances Bludgeoning, Piercing, Slashing

Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned

Senses Blindsight 30 ft., Passive Perception 8

Languages --

Traits


Spider Climb. If the swarm has a Climb Speed, the swarm can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain Hit Points or gain Temporary Hit Points.

Actions


Bites. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Poison damage, or 3 (1d4 + 1) Poison damage if the swarm is Bloodied.

13hide armor
387d8 + 7
+2(12)
30 ft.
MODSAVE
STR14+2+2
DEX12+1+1
CON13+1+1
MODSAVE
INT10+0+0
WIS15+2+2
CHA12+1+1

Skills Medicine +4, Nature +4, Perception +4, Survival +6

Senses Passive Perception 14

Languages Bothii, Common

Actions


Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if wielded with two hands.

Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Spellcasting (Requires a Sacred Bundle). The shaman casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12; +4 to hit with spell attacks):

At will: dancing lights, mage hand, message, thaumaturgy

1/day each: augury (cast as 1 action), bestow curse, cordon of arrows, detect magic, speak with dead, spirit guardians

Notes


Spirit Guardians

1 Action, self, 10 min

Protective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

When you cast this spell, you can designate creatures to be unaffected by it. Any other creature’s Speed is halved in the Emanation, and whenever the Emanation enters a creature’s space and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn.

16
325d8 + 10
+2(12)
30 ft.burrow 15 ft., fly 60 ft., swim 30 ft.
MODSAVE
STR14+2+2
DEX10+0+2
CON14+2+2
MODSAVE
INT5-3-3
WIS10+0+2
CHA11+0+0

Skills Perception +4, Stealth +2

Immunities Cold

Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14

Languages Draconic

Traits


Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn’t cost it extra movement.

Actions


Multiattack. The dragon makes two Rend attacks.

Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 2 (1d4) Cold damage.

Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 22 (5d8) Cold damage. Success: Half damage.