Note: (some) completed races are here and not included below.
Most WIP/Homebrew creatures will not be here to avoid spoilers and metagaimng but statblocks that may be relevent to players, as familiars, spells and magic items, are included.
Volatile Hoard. The crypto dragon's strength is proportional to the value of their hoard. At the start of its turn, they must roll 1d10 on the table below to determine the effects of the volatile value of their hoard. This trait can not increase the dragon's hit points above their maximum hit points and can not reduce them below 10. Similarly, this trait cannot increase the dragon's size above gargantuan or below tiny.
1d10 | Effect1 | Current hit points are reduced by 2d10 and size is reduced by one.Designed to give the Darkweaver a large spider mount that is not quite as strong as the Giant Spider
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
PB is the proficiency bonus of the Dragon cleric that summons two of these kobolds.
Master's Resistance. The kobold minion shares the resistance associated with your Dragon Lord feature.
Master's Courage. While the kobold minion can see you, it is immune to the frightened condition.
Pack Tactics. The kobold minion has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Spear. Melee or Ranged Weapon Attack: +3 + PB to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d6 + PB piercing damage, or 1d8 + PB piercing damage if used with two hands to make a melee attack.
Sling. Ranged Weapon Attack: +3 + PB to hit, range 30/120 ft., one target. Hit: 1d4 + PB bludgeoning damage.
Inquisitor's Force. The apprentice's weapon attacks deal an additional 1d6 force damage on a hit (included in the attack).
Inquisitor's Mask. While wearing their bird mask, the inquisitor is immune to the blinded condition.
Multiattack. The apprentice makes two melee weapon attacks. It can replace one of these attacks with a ranged weapon attack.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 3) bludgeoning damage plus 3 (1d6) force damage.
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 3) piercing damage plus 3 (1d6) force damage
Farstep. The apprentice can use a bonus action to instantly teleport to an unoccupied space it can see within 30ft.
Enforcer's Cane. As a bonus action, the enforcer can transform their cane into any melee weapon that lacks the light or special property. They can then use another bonus action to transform it back into a cane.
Inquisitor's Force. The enforcer 's weapon attacks deal an additional 1d8 force damage on a hit (included in the attack).
Inquisitor's Mask. While wearing their bird mask, the enforcer is immune to the blinded condition.
Legendary Resistance (1/Day). If the enforcer fails a saving throw, it can choose to succeed instead.
Multiattack. The enforcer makes two melee weapon attacks.
Enforcer's Cane (cane form only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 4 (1d8) force damage.
Harpoon. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 3) piercing damage plus 4 (1d8) force damage. As a bonus action on this turn, the enforcer can pull the creature 10ft towards them.
Farstep. The enforcer can use a bonus action to instantly teleport to an unoccupied space it can see within 30ft.
Spellcasting. The enforcer is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The enforcer has the following spells prepared:
Cantrips (at will): booming blade, thaumaturgy1st level (4 slots): detect magic, command, compelled duel, hunter's mark, protection from evil and good2nd level (2 slots): hold personThe enforcer can take 1 legendary action, choosing from the options below. Only one legendary action 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.
Attack. The enforcer makes one weapon attack or one grapple attack.
Farstep. The enforcer uses its farstep action.
Officer's Cane. As a bonus action, the officer can transform their cane into any melee weapon that lacks the two-handed or special property. They can then use another bonus action to transform it back into a cane.
Inquisitor's Force. The officer's weapon attacks deal an additional 1d8 force damage on a hit (included in the attack).
Inquisitor's Mask. While wearing their bird mask, the enforcer is immune to the blinded condition.
Legendary Resistance (1/Day). If the officer fails a saving throw, it can choose to succeed instead.
Multiattack. The officer makes two melee weapon attacks. It can replace one of these attacks with a ranged weapon attack.
Officer's Cane (cane form only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 4 (1d8) force damage.
Flintlock Pistol. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 9 (1d10+4) piercing damage plus 4 (1d8) force damage.
Farstep. The officer can use a bonus action to instantly teleport to an unoccupied space it can see within 30ft.
Spellcasting. The officer is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The officer has the following spells prepared:
Cantrips (at will): booming blade, prestidigitation, thaumaturgy1st level (4 slots): detect magic, command, compelled duel, hunter's mark, protection from evil and good2nd level (3 slots): hold person3rd level (2 slots): counterspell, dispel magicThe officer can take 1 legendary action, choosing from the options below. Only one legendary action 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.
Attack. The officer makes one weapon attack or one grapple attack.
No Escape. The enforcer uses its farstep action.
Sharpshooter's Cane. As a bonus action, the officer can transform their cane into any ranged weapon that lacks the special property. They can then use another bonus action to transform it back into a cane.
Inquisitor's Force. The sharpshooter's weapon attacks deal an additional 1d8 force damage on a hit (included in the attack).
Inquisitor's Mask. While wearing their bird mask, the sharpshooter is immune to the blinded condition.
Legendary Resistance (1/Day). If the sharpshooter fails a saving throw, it can choose to succeed instead.
Multiattack. The sharpshooter makes two ranged weapon attacks. It can replace one of these attacks with a melee weapon attack.
Sharpshooter's Cane (cane form only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 4 (1d8) force damage.
Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 4 (1d8) force damage.
Farstep. The sharpshooter can use a bonus action to instantly teleport to an unoccupied space it can see within 30ft.
Spellcasting. The sharpshooter is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The sharpshooter has the following spells prepared:
Cantrips (at will): booming blade, prestidigitation, thaumaturgy1st level (4 slots): detect magic, command, hunter's mark, protection from evil and good2nd level (2 slots): hold personThe sharpshooter can take 1 legendary action, choosing from the options below. Only one legendary action 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.
Attack. The sharpshooter makes one weapon attack or one grapple attack.
No Escape. The sharpshooter uses its farstep action.
Similar to above but:
Prof increased to +4
+2 STR (Enforcer), +2 CHA (Officer), +DEX (Sharpshooter)
Enforcer/Sharpshooter become 5th level casters, Officer becomes 7th
increased HP
Inquisitor's Force bonus increased to 1d10
2 Legendary actions and 2 Legendary resistances
Similar to above but:
Prof increased to +5
+2 STR (Enforcer), +2 CHA (Officer), +DEX (Sharpshooter). (stacked with elite asi)
Enforcer/Sharpshooter become 7th level casters, Officer becomes 9th
increased HP (stacked with elite asi)
Inquisitor's Force bonus increased to 1d12
3 Legendary actions and 3 Legendary resistances
Similar to officer master but:
Prof increased to +6
26 CHA, 18+ all others
15th level caster
Increased HP
Inquisitor's Force bonus increased to 2d6
Has lair actions