DRAGON ADVENTURES
D20 RPG BETA
This work includes material taken from the System Reference
Document 5.1 (“SRD 5.1”) by Wizards of
the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document.
The
SRD 5.1 is licensed under the Creative Commons Attribution
THE QUEST FOR THE GOLDEN ARROWS
Monsters
You can equip monsters with additional gear and trinkets however you like, and you decide how much of a monster’s equipment is recoverable after the creature is slain and whether any of that equipment is still usable. A battered suit of armor made for a monster is rarely usable by someone else, for instance. If a spellcasting monster needs material components to cast its spells, assume that it has the material components it needs to cast the spells in its stat block.
Legendary Creatures
A legendary creature can do things that ordinary creatures can’t. It
can take special actions outside its turn, and it might exert magical
influence for miles around. If a creature assumes the form of a
legendary creature, such as through a spell, it doesn’t gain that
form’s legendary actions, lair actions, or regional
effects.
Legendary Actions
A legendary creature can take a certain number of special
actions—called legendary actions—outside its turn. Only one legendary
action option can be used at a time and only at the end of another
creature’s turn. A creature regains its spent legendary actions at the
start of its turn. It can forgo using them, and it can’t use them
while incapacitated or otherwise unable to take actions. If surprised,
it can’t use them until after its first turn in the combat.
A Legendary Creature’s Lair
A legendary creature might have a section describing its lair and the
special effects it can create while there, either by act of will or
simply by being present. Such a section applies only to a legendary
creature that spends a great deal of time in its lair.
Lair Actions
If a legendary creature has lair actions, it can use them to harness
the ambient magic in its lair. On initiative count 20 (losing all
initiative ties), it can use one of its lair action options. It can’t
do so while incapacitated or otherwise unable to take actions. If
surprised, it can’t use one until after its first turn in the combat.
Regional Effects
The mere presence of a legendary creature can have strange and
wondrous effects on its environment, as noted in this section.
Regional effects end abruptly or dissipate over time when the legendary
creature dies.
Monsters (A)
Aboleth
Large aberration, lawful evil
Armor Class 17 (natural armor)
Hit Points 135 (18d10 + 36)
Speed 10 ft., swim 40 ft.
STR DEX CON INT WIS CHA
21 (+5) 9 (−1) 15 (+2) 18 (+4) 15 (+2) 18 (+4)
Saving Throws Con +6, Int +8, Wis +6
Skills History +12, Perception +10
Senses darkvision 120 ft., passive Perception 20
Languages Deep Speech, telepathy 120 ft.
Challenge 10 (5,900 XP)
Amphibious. The aboleth can breathe air and water.
Mucous Cloud. While underwater, the aboleth is
surrounded by transformative mucus. A creature that
touches the aboleth or that hits it with a melee attack
while within 5 feet of it must make a DC 14
Constitution saving throw. On a failure, the creature is
diseased for 1d4 hours. The diseased creature can
breathe only underwater.
Probing Telepathy. If a creature communicates
telepathically with the aboleth, the aboleth learns the
creature’s greatest desires if the aboleth can see the
creature.
Actions
Multiattack. The aboleth makes three tentacle attacks.
Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft.,
one target. Hit: 12 (2d6 + 5) bludgeoning damage. If
the target is a creature, it must succeed on a DC 14
Constitution saving throw or become diseased. The
disease has no effect for 1 minute and can be removed
by any magic that cures disease. After 1 minute, the
diseased creature’s skin becomes translucent and slimy,
the creature can’t regain hit points unless it is
underwater, and the disease can be removed only by
heal or another disease-‐curing spell of 6th level or
higher. When the creature is outside a body of water, it
takes 6 (1d12) acid damage every 10 minutes unless
moisture is applied to the skin before 10 minutes have
passed.
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft. one
target. Hit: 15 (3d6 + 5) bludgeoning damage.
Enslave (3/Day). The aboleth targets one creature it
can see within 30 feet of it. The target must succeed on
a DC 14 Wisdom saving throw or be magically charmed
by the aboleth until the aboleth dies or until it is on a
different plane of existence from the target. The
charmed target is under the aboleth’s control and can’t
take reactions, and the aboleth and the target can
communicate telepathically with each other over any
distance.
Whenever the charmed target takes damage, the
target can repeat the saving throw. On a success, the
effect ends. No more than once every 24 hours, the
target can also repeat the saving throw when it is at
least 1 mile away from the aboleth.
Legendary Actions
The aboleth 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 aboleth regains spent
legendary actions at the start of its turn.
Detect. The aboleth makes a Wisdom (Perception)
check.
Tail Swipe. The aboleth makes one tail attack.
Psychic Drain (Costs 2 Actions). One creature charmed
by the aboleth takes 10 (3d6) psychic damage, and
the aboleth regains hit points equal to the damage
the creature takes.
Angels
Deva
Medium celestial, lawful good
Armor Class 17 (natural armor)
Hit Points 136 (16d8 + 64)
Speed 30 ft., fly 90 ft.
STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 17 (+3) 20 (+5) 20 (+5)
Saving Throws Wis +9, Cha +9
Skills Insight +9, Perception +9
Damage Resistances radiant; bludgeoning, piercing,
and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 120 ft., passive Perception 19
System Reference Document 5.1 262
Languages all, telepathy 120 ft.
Challenge 10 (5,900 XP)
Angelic Weapons. The deva’s weapon attacks are
magical. When the deva hits with any weapon, the
weapon deals an extra 4d8 radiant damage (included in
the attack).
Innate Spellcasting. The deva’s spellcasting ability is
Charisma (spell save DC 17). The deva can innately cast
the following spells, requiring only verbal components:
At will: detect evil and good
1/day each: commune, raise dead
Magic Resistance. The deva has advantage on saving
throws against spells and other magical effects.
Actions
Multiattack. The deva makes two melee attacks.
Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18
(4d8) radiant damage.
Healing Touch (3/Day). The deva touches another
creature. The target magically regains 20 (4d8 + 2) hit
points and is freed from any curse, disease, poison,
blindness, or deafness.
Change Shape. The deva magically polymorphs into a
humanoid or beast that has a challenge rating equal to
or less than its own, or back into its true form. It
reverts to its true form if it dies. Any equipment it is
wearing or carrying is absorbed or borne by the new
form (the deva’s choice).
In a new form, the deva retains its game statistics
and ability to speak, but its AC, movement modes,
Strength, Dexterity, and special senses are replaced by
those of the new form, and it gains any statistics and
capabilities (except class features, legendary actions,
and lair actions) that the new form has but that it lacks.
Planetar
Large celestial, lawful good
Armor Class 19 (natural armor)
Hit Points 200 (16d10 + 112)
Speed 40 ft., fly 120 ft.
STR DEX CON INT WIS CHA
24 (+7) 20 (+5) 24 (+7) 19 (+4) 22 (+6) 25 (+7)
Saving Throws Con +12, Wis +11, Cha +12
Skills Perception +11
Damage Resistances radiant; bludgeoning, piercing,
and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened
Senses truesight 120 ft., passive Perception 21
Languages all, telepathy 120 ft.
Challenge 16 (15,000 XP)
Angelic Weapons. The planetar’s weapon attacks are
magical. When the planetar hits with any weapon, the
weapon deals an extra 5d8 radiant damage (included in
the attack).
Divine Awareness. The planetar knows if it hears a lie.
Innate Spellcasting. The planetar’s spellcasting ability
is Charisma (spell save DC 20). The planetar can
innately cast the following spells, requiring no material
components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good, flame
strike, raise dead
1/day each: commune, control weather, insect plague
Magic Resistance. The planetar has advantage on
saving throws against spells and other magical effects.
Actions
Multiattack. The planetar makes two melee attacks.
Greatsword. Melee Weapon Attack: +12 to hit, reach 5
ft., one target. Hit: 21 (4d6 + 7) slashing damage plus
22 (5d8) radiant damage.
Healing Touch (4/Day). The planetar touches another
creature. The target magically regains 30 (6d8 + 3) hit
points and is freed from any curse, disease, poison,
blindness, or deafness.
Solar
Large celestial, lawful good
Armor Class 21 (natural armor)
Hit Points 243 (18d10 + 144)
Speed 50 ft., fly 150 ft.
STR DEX CON INT WIS CHA
26 (+8) 22 (+6) 26 (+8) 25 (+7) 25 (+7) 30 (+10)
System Reference Document 5.1 263
Saving Throws Int +14, Wis +14, Cha +17
Skills Perception +14
Damage Resistances radiant; bludgeoning, piercing,
and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened,
poisoned
Senses truesight 120 ft., passive Perception 24
Languages all, telepathy 120 ft.
Challenge 21 (33,000 XP)
Angelic Weapons. The solar’s weapon attacks are
magical. When the solar hits with any weapon, the
weapon deals an extra 6d8 radiant damage (included in
the attack).
Divine Awareness. The solar knows if it hears a lie.
Innate Spellcasting. The solar’s spellcasting ability is
Charisma (spell save DC 25). It can innately cast the
following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good,
resurrection
1/day each: commune, control weather
Magic Resistance. The solar has advantage on saving
throws against spells and other magical effects.
Actions
Multiattack. The solar makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +15 to hit, reach 5
ft., one target. Hit: 22 (4d6 + 8) slashing damage plus
27 (6d8) radiant damage.
Slaying Longbow. Ranged Weapon Attack: +13 to hit,
range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing
damage plus 27 (6d8) radiant damage. If the target is a
creature that has 100 hit points or fewer, it must
succeed on a DC 15 Constitution saving throw or die.
Flying Sword. The solar releases its greatsword to
hover magically in an unoccupied space within 5 feet of
it. If the solar can see the sword, the solar can mentally
command it as a bonus action to fly up to 50 feet and
either make one attack against a target or return to the
solar’s hands. If the hovering sword is targeted by any
effect, the solar is considered to be holding it. The
hovering sword falls if the solar dies.
Healing Touch (4/Day). The solar touches another
creature. The target magically regains 40 (8d8 + 4) hit
points and is freed from any curse, disease, poison,
blindness, or deafness.
Legendary Actions
The solar 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 solar regains spent legendary
actions at the start of its turn.
Teleport. The solar magically teleports, along with any
equipment it is wearing or carrying, up to 120 feet to
an unoccupied space it can see.
Searing Burst (Costs 2 Actions). The solar emits
magical, divine energy. Each creature of its choice in
a 10-‐foot radius must make a DC 23 Dexterity saving
throw, taking 14 (4d6) fire damage plus 14 (4d6)
radiant damage on a failed save, or half as much
damage on a successful one.
Blinding Gaze (Costs 3 Actions). The solar targets one
creature it can see within 30 feet of it. If the target
can see it, the target must succeed on a DC 15
Constitution saving throw or be blinded until magic
such as the lesser restoration spell removes the
blindness.
Animated Objects
Animated Armor
Medium construct, unaligned
Armor Class 18 (natural armor)
Hit Points 33 (6d8 + 6)
Speed 25 ft.
STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 13 (+1) 1 (−5) 3 (−4) 1 (−5)
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, paralyzed, petrified,
poisoned
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 6
Languages —
Challenge 1 (200 XP)
Antimagic Susceptibility. The armor is incapacitated
while in the area of an antimagic field. If targeted by
dispel magic, the armor must succeed on a
System Reference Document 5.1 264
Constitution saving throw against the caster’s spell
save DC or fall unconscious for 1 minute.
False Appearance. While the armor remains
motionless, it is indistinguishable from a normal suit of
armor.
Actions
Multiattack. The armor makes two melee attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) bludgeoning damage.
Flying Sword
Small construct, unaligned
Armor Class 17 (natural armor)
Hit Points 17 (5d6)
Speed 0 ft., fly 50 ft. (hover)
STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 11 (+0) 1 (−5) 5 (−3) 1 (−5)
Saving Throws Dex +4
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened,
frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 7
Languages —
Challenge 1/4 (50 XP)
Antimagic Susceptibility. The sword is incapacitated
while in the area of an antimagic field. If targeted by
dispel magic, the sword must succeed on a
Constitution saving throw against the caster’s spell
save DC or fall unconscious for 1 minute.
False Appearance. While the sword remains
motionless and isn’t flying, it is indistinguishable from a
normal sword.
Actions
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 5 (1d8 + 1) slashing damage.
Rug of Smothering
Large construct, unaligned
Armor Class 12
Hit Points 33 (6d10)
Speed 10 ft.
STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 10 (+0) 1 (−5) 3 (−4) 1 (−5)
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened,
frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 6
Languages —
Challenge 2 (450 XP)
Antimagic Susceptibility. The rug is incapacitated while
in the area of an antimagic field. If targeted by dispel
magic, the rug must succeed on a Constitution saving
throw against the caster’s spell save DC or fall
unconscious for 1 minute.
Damage Transfer. While it is grappling a creature, the
rug takes only half the damage dealt to it, and the
creature grappled by the rug takes the other half.
False Appearance. While the rug remains motionless, it
is indistinguishable from a normal rug.
Actions
Smother. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one Medium or smaller creature. Hit: The creature is
grappled (escape DC 13). Until this grapple ends, the
target is restrained, blinded, and at risk of suffocating,
and the rug can’t smother another target. In addition,
at the start of each of the target’s turns, the target
takes 10 (2d6 + 3) bludgeoning damage.
Ankheg
Large monstrosity, unaligned
Armor Class 14 (natural armor), 11 while prone
Hit Points 39 (6d10 + 6)
Speed 30 ft., burrow 10 ft.
STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 13 (+1) 1 (−5) 13 (+1) 6 (−2)
Senses darkvision 60 ft., tremorsense 60 ft., passive
Perception 11
Languages —
Challenge 2 (450 XP)
System Reference Document 5.1 265
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6)
acid damage. If the target is a Large or smaller creature,
it is grappled (escape DC 13). Until this grapple ends,
the ankheg can bite only the grappled creature and has
advantage on attack rolls to do so.
Acid Spray (Recharge 6). The ankheg spits acid in a line
that is 30 feet long and 5 feet wide, provided that it has
no creature grappled. Each creature in that line must
make a DC 13 Dexterity saving throw, taking 10 (3d6)
acid damage on a failed save, or half as much damage
on a successful one.
Azer
Medium elemental, lawful neutral
Armor Class 17 (natural armor, shield)
Hit Points 39 (6d8 + 12)
Speed 30 ft.
STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 15 (+2) 12 (+1) 13 (+1) 10 (+0)
Saving Throws Con +4
Damage Immunities fire, poison
Condition Immunities poisoned
Senses passive Perception 11
Languages Ignan
Challenge 2 (450 XP)
Heated Body. A creature that touches the azer or hits it
with a melee attack while within 5 feet of it takes 5
(1d10) fire damage.
Heated Weapons. When the azer hits with a metal
melee weapon, it deals an extra 3 (1d6) fire damage
(included in the attack).
Illumination. The azer sheds bright light in a 10-‐foot
radius and dim light for an additional 10 feet.
Actions
Warhammer. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or
8 (1d10 + 3) bludgeoning damage if used with two
hands to make a melee attack, plus 3 (1d6) fire damage.
Monsters (B)
Basilisk
Medium monstrosity, unaligned
Armor Class 15 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 20 ft.
STR DEX CON INT WIS CHA
16 (+3) 8 (−1) 15 (+2) 2 (−4) 8 (−1) 7 (−2)
Senses darkvision 60 ft., passive Perception 9
Languages —
Challenge 3 (700 XP)
Petrifying Gaze. If a creature starts its turn within 30
feet of the basilisk and the two of them can see each
other, the basilisk can force the creature to make a DC
12 Constitution saving throw if the basilisk isn’t
incapacitated. On a failed save, the creature magically
begins to turn to stone and is restrained. It must repeat
the saving throw at the end of its next turn. On a
success, the effect ends. On a failure, the creature is
petrified until freed by the greater restoration spell or
other magic.
A creature that isn’t surprised can avert its eyes to
avoid the saving throw at the start of its turn. If it does
so, it can’t see the basilisk until the start of its next turn,
when it can avert its eyes again. If it looks at the
basilisk in the meantime, it must immediately make the
save.
If the basilisk sees its reflection within 30 feet of it in
bright light, it mistakes itself for a rival and targets
itself with its gaze.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6)
poison damage.
Behir
Huge monstrosity, neutral evil
Armor Class 17 (natural armor)
Hit Points 168 (16d12 + 64)
Speed 50 ft., climb 40 ft.
System Reference Document 5.1 266
STR DEX CON INT WIS CHA
23 (+6) 16 (+3) 18 (+4) 7 (−2) 14 (+2) 12 (+1)
Skills Perception +6, Stealth +7
Damage Immunities lightning
Senses darkvision 90 ft., passive Perception 16
Languages Draconic
Challenge 11 (7,200 XP)
Actions
Multiattack. The behir makes two attacks: one with its
bite and one to constrict.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 22 (3d10 + 6) piercing damage.
Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one Large or smaller creature. Hit: 17 (2d10 + 6)
bludgeoning damage plus 17 (2d10 + 6) slashing
damage. The target is grappled (escape DC 16) if the
behir isn’t already constricting a creature, and the
target is restrained until this grapple ends.
Lightning Breath (Recharge 5–6). The behir exhales a
line of lightning that is 20 feet long and 5 feet wide.
Each creature in that line must make a DC 16 Dexterity
saving throw, taking 66 (12d10) lightning damage on a
failed save, or half as much damage on a successful one.
Swallow. The behir makes one bite attack against a
Medium or smaller target it is grappling. If the attack
hits, the target is also swallowed, and the grapple ends.
While swallowed, the target is blinded and restrained,
it has total cover against attacks and other effects
outside the behir, and it takes 21 (6d6) acid damage at
the start of each of the behir’s turns. A behir can have
only one creature swallowed at a time.
If the behir takes 30 damage or more on a single turn
from the swallowed creature, the behir must succeed
on a DC 14 Constitution saving throw at the end of that
turn or regurgitate the creature, which falls prone in a
space within 10 feet of the behir. If the behir dies, a
swallowed creature is no longer restrained by it and can
escape from the corpse by using 15 feet of movement,
exiting prone.
Bugbear
Medium humanoid (goblinoid), chaotic evil
Armor Class 16 (hide armor, shield)
Hit Points 27 (5d8 + 5)
Speed 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 8 (−1) 11 (+0) 9 (−1)
Skills Stealth +6, Survival +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Challenge 1 (200 XP)
Brute. A melee weapon deals one extra die of its damage
when the bugbear hits with it (included in the attack).
Surprise Attack. If the bugbear surprises a creature and
hits it with an attack during the first round of combat,
the target takes an extra 7 (2d6) damage from the
attack.
Actions
Morningstar. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 11 (2d8 + 2) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 +
2) piercing damage in melee or 5 (1d6 + 2) piercing
damage at range.
Bulette
Large monstrosity, unaligned
Armor Class 17 (natural armor)
Hit Points 94 (9d10 + 45)
Speed 40 ft., burrow 40 ft.
STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 21 (+5) 2 (−4) 10 (+0) 5 (−3)
Skills Perception +6
Senses darkvision 60 ft., tremorsense 60 ft., passive
Perception 16
Languages —
Challenge 5 (1,800 XP)
Standing Leap. The bulette’s long jump is up to 30 feet
and its high jump is up to 15 feet, with or without a
running start.
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 30 (4d12 + 4) piercing damage.
System Reference Document 5.1 267
Deadly Leap. If the bulette jumps at least 15 feet as
part of its movement, it can then use this action to land
on its feet in a space that contains one or more other
creatures. Each of those creatures must succeed on a
DC 16 Strength or Dexterity saving throw (target’s
choice) or be knocked prone and take 14 (3d6 + 4)
bludgeoning damage plus 14 (3d6 + 4) slashing
damage. On a successful save, the creature takes only
half the damage, isn’t knocked prone, and is pushed 5
feet out of the bulette’s space into an unoccupied
space of the creature’s choice. If no unoccupied space
is within range, the creature instead falls prone in the
bulette’s space.