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Temple guardians- Large

construct, unaligned
Armor Class 17 (natural armor)
Hit Points 178 (17d10 + 85)
Speed 30 ft.
STR 22 (+6) DEX 9 (-1)
CON 20 (+5) INT 3 (-4)
WIS 11 (+0) CHA 1 (- 5)

Damage Immunities poison,


psychic; bludgeoning, piercing,
and slashing from non magical
weapons that aren't adamantine

Condition Immunities charmed,


Blue Dragon, lawful evil exhaustion, frightened,
Armor Class 19 (natural armor) paralyzed, petrified, poisoned
Hit Points 225 (18d12 + 108) Speed 40ft., burrow 30ft., fly 80ft.
Senses darkvision 120ft.,
STR 25 (+7) DEX 10 (+0) passive Perception 10
CON 23 (+6) INT 16 (+3)
WIS 15 (+2) CHA 19 (+4)

Saving Throws Dex +5, Con + 11, Wis +7, Cha +9 Languages Draconic but can't speak

Skills Perception + 12, Stealth +5 Challenge 10 (5,900 XP)

Damage Immunities lightning Immutable Form. The golem is immune to any spell or effect that would
alter its form.
Senses blindsight 60ft., darkvision 120ft., passive Perception 22
Languages Common, Draconic Magic Resistance. The golem has advantage on saving throws against
spells and other magical effects.
Challenge 16 (15,000 XP)
Legendary Resistance (3fDay). If the dragon fails a saving Magic Weapons. The golem's weapon attacks are magical.
throw, it can choose to succeed instead.
ACTIONS
ACTIONS Multiattack. The golem makes two slam attacks.
Multiattack. The dragon can use its Frightful Presence. It then makes three
attacks: one with its bite and two with its claws. Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19
(3d8 + 6) bludgeoning damage.
Bite. Melee Weapon Attack: +12 to hit, reach 10ft., One target. Hit: 18 (2d10 +
7) piercing damage plus 5 (1d10) lightning damage. Slow (Recharge 5-6). The golem targets one or more creatures it can see
within 10 feet of it. Each target must make a DC 17 Wisdom saving
Claw. Melee Weapon Attack:+ 12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) throw against this magic. On a failed save, a target can't use reactions, its
slashing damage. speed is halved, and it can't make more than one attack on its turn. In
addition, the target can take either an action or a bonus action on its turn,
Tail. Melee Weapon Attack: +12 to hit, reach 15ft., one target. Hit: 16 (2d8 + 7) not both. These effects last for 1 minute. A target can repeat the saving
bludgeoning damage. throw at the end of each of its turns, ending the effect on itself on a
success.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet
of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw
or become frightened for 1 minute. A creature can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a success. If a creature's
saving throw is successful or the effect ends for it, the creature is immune to the
dragon's Frightful Presence for the next 24 hours.

Lightning Breath (Recharge 5-6). The dragon exhales lightning in a 90-foot line
that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity
saving throw, taking 66 (12d10) lightning damage on a failed save, or half as
much damage on a successful one.

LEGENDARY ACTIONS
The dragon 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 dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within
10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take
14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can
then fly up to half its flying speed.
Jungle (Warm) (Avg. CR 5)
14 1 bat swarm 2
58 1 yellow musk creeper 2
914 1 constrictor snake 2
1518 1d6 giant centipedes 3
1926 1 leopard 2
2730 1d4 giant spiders 4
3134 1d6 venomous snakes 5
3540 1d4 boars 4
4144 1 dire boar 4
4550 1 tiger 4
5154 1 giant frilled lizard 5
5560 1d6 monitor lizards 6
6162 1 army ant swarm 5
6364 1 ankylosaurus 6
6570 1d6 dire apes 7
7178 2d4 gorillas 7
7982 2d4 deinonychuses 8
8384 1 nymph 7
8586 1d4 girallons 9
8790 1 dire tiger 8
9194 1d4 shambling mounds 9
9596 1 treant 8
9798 1 tyrannosaurus 9
99100 1 brachiosaurus 10
LIZARD FOLK
Medium humanoid (lizardfolk), neutral LIZARD FOLK ROYALS (Knights)
Armor Class 15 (natural armor, sh ield) Medium humanoid (lizardjolk), neutral
Hit Points 22 (4d8 + 4) Speed 30ft., swim 30 ft. Armor Class 16 (natural armor)
STR 15 (+2) DEX 10 (+0) Hit Points 78 (l2d8 + 24) Speed 30ft., swim 30ft.
CON 13 (+1) INT 7 (- 2) STR 17 (+3) DEX 12 (+1)
WIS 12 (+1) CHA 7 (-2) CON 15 (+2) INT 11 (+0)
WIS 11 (+0) CHA 15 (+2)
Skills Perception +3, Stealth +4, Survival +5 Saving Throws Con +4, Skills Perception +4, Stealth +5, Survival +4
Senses passive Perception 13 Condition Immunities frightened
Languages Draconic
Challenge 1/2 (100 XP) Senses darkvision 60 ft ., passive Perce ption 14
Languages Abyss al, Draconic
Hold Breath. The lizardfolk can hold its breath for 15 minutes. Challenge 4 (1 ,100 XP)

ACTIONS Hold Breath. The lizardfolk can hold its breath for 15 minutes.
Multiattack. The lizardfolk makes two melee attacks, each onewith a
different weapon. Skewer. Once per turn , when the lizardfolk makes a melee
attack with its trident and hits, the target takes an extra 10 (3d6)
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + damage, and the lizardfolk gains temporary hit points equal to the extra
2) piercing damage. damage dealt.

Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., One target. Hit: 5 ACTIONS Multiattack. The lizardfolk makes two attacks: one with its
(1d6 + 2) bludgeoning damage. bite and one with its claws or trident or two melee attacks with its
trident.
javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. Or range 30/
120 ft ., one target. Hit: 5 (1d6 + 2) piercing damage. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6
+ 3) piercing damage.
Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5
(1d4 + 3) slashing damage.
LIZARD FOLK SHAMAN
Medium humanoid (lizardjolk), neutral Trident. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. Or range
Armor Class 13 (natural armor) 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3)
Hit Points 27 (Sd8 + 5) piercing damage if used with two hands to make a
Speed 30 ft., swim 30 ft. melee attack.
STR 15 (+2) DEX 10 (+0)
CON 13 (+1) INT 10 (+0) Mount
WIS 15 (+2) CHA 8 (- 1)
Skills Perception +4, Stealth +4, Survival +6 Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10
Senses passive Perception 14 (1d10+ 4) piercing damage.
Languages Draconic
Challenge 2 (450 XP)
Claws. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8
Hold Breath. The lizardfolk can hold its breath for 15 minutes. (1d8 + 3) slashing damage.

Spellcasting (Lizardfolk Form Only). The lizardfolk is a 5th-level Tail Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8
spellcaster. Its spellcasting ability is Wisdom (spell save DC (1d8 + 3) slashing damage. Tailwhip (1d10+3) bludgeoning DC 15
12, +4 to hit with s pell attacks). The lizardfolk has the following DEX or be knocked prone
druid spells prepared:

Can trips (at wi ll) : druidcraft, produce flam ethorn whip


1st Level (4 slots): entangle ,fog cloud
2nd Level (3 slots): heat metal, spike growth
3rd Leve l (2 slots): conjure animals (repti les on ly) , plant growth
ACTIONS
Multiattack (Lizardfolk Form Only). The lizardfolk makes two
attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 +
2) piercing damage, or 7 (ld10 + 2) piercing damage in crocodile form. If
the lizardfolk is in crocodile form and the target is a Large or smaller
creature, the target is grappled (escape DC 12). Until this grapple ends, the
target is restrained, and the li zardfolk can't bite another target. If the
lizardfolk reverts to its true form, the grapple ends.

Claws (Lizardfolk Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) slash ing damage. Change Shape (Recharges
after a Short or Long Rest). The lizardfolk magically polymorphs into a
crocodile, remaining in that form for up to 1 hour. It can revert to its true
form as a bonus action. Its statistics, other than its size, are the same in each
form. Any equipment it is wearing or carrying isn't transformed. It reverts to
its true form if it dies . .

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