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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

