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Elementals
Fire Snake
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Small Elemental
8 STR (-1) 15 Dex (+2) 11 Con (+0) 7 Int (-2) 10 Wis (+0) 8 Cha (-1)
Air Form. An Air Puff's body is like that of a cloud; it 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 Air Puff makes two Weak Bolt attacks, two Slam attacks, or one Weak Bolt and one Slam
attack.
Weak Bolt. Ranged Spell Attack: +3 to hit, 30 foot range, one target. Hit: 5 (d10) lightning damage.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage plus 3
(1d6) lightning damage.
Charge. The Air Puff charges its body. The next time a creature touches it or hits it with a melee attack
while within 5 feet of it takes 4 (2d4) lightning damage.
Spoiler: Waterwhip
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Small Elemental
12 STR (+1) 15 Dex (+2) 11 Con (+0) 7 Int (-2) 10 Wis (+0) 8 Cha (-1)
Water Form. A Waterwhip's body is lith and liquid; it 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
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage plus 3
(1d6) cold damage.
Constrict. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.
If the target is Medium or smaller, it is grappled (escape DC 11). Until the grapple ends, the target is
restrained, the the Waterwhip tries to drown it, and the Waterwhip can't constrict another target.
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Speed 25 ft.
14 STR (+2) 9 Dex (-1) 15 Con (+2) 7 Int (-2) 10 Wis (+0) 8 Cha (-1)
Siege Monster. The Mobile Rock deals double damage to objects and structures.
False Appearance. While the Mobile Rock remains motionless, it is indistinguishable from a natural rock.
Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (2d8) bludgeoning damage.
Celestials
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small celestial
8 STR (-1) 15 Dex (+2) 11 Con (+0) 7 Int (-2) 10 Wis (+0) 8 Cha (-1)
Variable Illumination. The Mote of Light sheds bright light in a 5- to 20-foot radius and dim light for an
additional number of feet equal to the chosen radius. The More of Light can alter the radius as a bonus
action.
Actions
Multiattack. The Mote of Light makes two Gleam attacks, two Slam attacks, or one Gleam and one Slam
attack.
Gleam. Ranged Spell Attack: +3 to hit, 30 foot range, one target. Hit: 5 (d10) radiant damage.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage plus 3
(1d6) radiant damage.
Fey
Dryad
Demons
Quasit
Devils
Imp
Dragons
Spoiler: CR 2 Creatures
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Elementals
Gargoyle
Celestials
Pegasus
Fey
Sea Hag
Demons
Devils
Spined Devil
Dragons