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components	   to	   cast	   its	   spells.	   It	   has	   the	   following	     Monsters (O)
             wizard	   spells	   prepared:	   
             Cantrips	   (at	   will):	   mage	   hand,	   minor	   illusion,	   ray	   of	     	   
              frost	                                               Ogre	   
             1st	   level	   (4	   slots):	   charm	   person,	   detect	   magic,	   sleep	     Large	   giant,	   chaotic	   evil	   
             2nd	   level	   (3	   slots):	   detect	   thoughts,	   hold	   person	     Armor	   Class	   11	   (hide	   armor)	   
             3rd	   level	   (3	   slots):	   lightning	   bolt,	   water	   breathing	     Hit	   Points	   59	   (7d10	   +	   21)	   
             4th	   level	   (3	   slots):	   blight,	   dimension	   door	     Speed	   40	   ft.	   
             5th	   level	   (2	   slots):	   dominate	   person	   
                                                                   	     STR	     DEX	     CON	     INT	     WIS	     CHA	   
             Actions	                                              	    19	   (+4)	    8	   (−1)	    16	   (+3)	    5	   (−3)	     7	   (−2)	     7	   (−2)	   
             Bite.	   Melee	   Weapon	   Attack:	   +7	   to	   hit,	   reach	   10	   ft.,	   one	     Senses	   darkvision	   60	   ft.,	   passive	   Perception	   8	   
             creature.	   Hit:	   7	   (1d6	   +	   4)	   piercing	   damage,	   and	   the	     Languages	   Common,	   Giant	   
             target	   must	   make	   a	   DC	   13	   Constitution	   saving	   throw,	   
             taking	   31	   (7d8)	   poison	   damage	   on	   a	   failed	   save,	   or	   half	     Challenge	   2	   (450	   XP)	   
             as	   much	   damage	   on	   a	   successful	   one.	   
             	                                                     Actions	   
             Nightmare	                                            Greatclub.	   Melee	   Weapon	   Attack:	   +6	   to	   hit,	   reach	   5	   ft.,	   
                                                                   one	   target.	   Hit:	   13	   (2d8	   +	   4)	   bludgeoning	   damage.	   
             Large	   fiend,	   neutral	   evil	   
                                                                   Javelin.	   Melee	   or	   Ranged	   Weapon	   Attack:	   +6	   to	   hit,	   
             Armor	   Class	   13	   (natural	   armor)	           reach	   5	   ft.	   or	   range	   30/120	   ft.,	   one	   target.	   Hit:	   11	   (2d6	   
             Hit	   Points	   68	   (8d10	   +	   24)	             +	   4)	   piercing	   damage.	   
             Speed	   60	   ft.,	   fly	   90	   ft.	              	   
                                                                   Oni	   
             	     STR	     DEX	     CON	     INT	     WIS	     CHA	   
             	    18	   (+4)	    15	   (+2)	    16	   (+3)	    10	   (+0)	    13	   (+1)	    15	   (+2)	     Large	   giant,	   lawful	   evil	   
                                                                   Armor	   Class	   16	   (chain	   mail)	   
             Damage	   Immunities	   fire	   
                                                                   Hit	   Points	   110	   (13d10	   +	   39)	   
             Senses	   passive	   Perception	   11	                Speed	   30	   ft.,	   fly	   30	   ft.	   
             Languages	   understands	   Abyssal,	   Common,	   and	   Infernal	   
              but	   can’t	   speak	                               	     STR	     DEX	     CON	     INT	     WIS	     CHA	   
             Challenge	   3	   (700	   XP)	                        	    19	   (+4)	    11	   (+0)	    16	   (+3)	    14	   (+2)	    12	   (+1)	    15	   (+2)	   
             	                                                     Saving	   Throws	   Dex	   +3,	   Con	   +6,	   Wis	   +4,	   Cha	   +5	   
             Confer	   Fire	   Resistance.	   The	   nightmare	   can	   grant	     Skills	   Arcana	   +5,	   Deception	   +8,	   Perception	   +4	   
             resistance	   to	   fire	   damage	   to	   anyone	   riding	   it.	   
                                                                   Senses	   darkvision	   60	   ft.,	   passive	   Perception	   14	   
             Illumination.	   The	   nightmare	   sheds	   bright	   light	   in	   a	   10-    Languages	   Common,	   Giant	   
             foot	   radius	   and	   dim	   light	   for	   an	   additional	   10	   feet.	   
                                                                   Challenge	   7	   (2,900	   XP)	   
             Actions	                                              	   	   
             Hooves.	   Melee	   Weapon	   Attack:	   +6	   to	   hit,	   reach	   5	   ft.,	     Innate	   Spellcasting.	   The	   oni’s	   innate	   spellcasting	   ability	   
             one	   target.	   Hit:	   13	   (2d8	   +	   4)	   bludgeoning	   damage	   plus	     is	   Charisma	   (spell	   save	   DC	   13).	   The	   oni	   can	   innately	   cast	   
             7	   (2d6)	   fire	   damage.	                        the	   following	   spells,	   requiring	   no	   material	   components:	   
             Ethereal	   Stride.	   The	   nightmare	   and	   up	   to	   three	   willing	     At	   will:	   darkness,	   invisibility	   
             creatures	   within	   5	   feet	   of	   it	   magically	   enter	   the	     1/day	   each:	   charm	   person,	   cone	   of	   cold,	   gaseous	   form,	   
             Ethereal	   Plane	   from	   the	   Material	   Plane,	   or	   vice	   versa.	     sleep	   
             	                                                     Magic	   Weapons.	   The	   oni’s	   weapon	   attacks	   are	   magical.	   








             Not	   for	   resale.	   Permission	   granted	   to	   print	   or	   photocopy	   this	   document	   for	   personal	   use	   only.	   	     System	   Reference	   Document	   5.1	       336	   
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