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System Reference Document 5.2.1
MOD SAVE MOD SAVE MOD SAVE
Str 16 +3 +3 Dex 12 +1 +1 Con 13 +1 +1
Int 2 −4 −4 WIS 10 +0 +0 Cha 5 −3 −3
Skills Stealth +3
Senses Blindsight 60 ft.; Passive Perception 10
Languages None
CR 1/2 (XP 100; PB +2)
Actions
Crush. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 
+ 3) Bludgeoning damage, and the darkmantle attaches 
to the target. If the target is a Medium or smaller crea-
ture and the darkmantle had Advantage on the attack 
roll, it covers the target, which has the Blinded condi-
tion and is suffocating while the darkmantle is attached 
in this way. 
 While attached to a target, the darkmantle can attack 
only the target but has Advantage on its attack rolls. Its 
Speed becomes 0, it can’t benefit from any bonus to its 
Speed, and it moves with the target. 
 A creature can take an action to try to detach the 
darkmantle from itself, doing so with a successful DC 
13 Strength (Athletics) check. On its turn, the darkman-
tle can detach itself by using 5 feet of movement.
Darkness Aura (1/Day). Magical Darkness fills a 15-foot 
Emanation originating from the darkmantle. This effect 
lasts while the darkmantle maintains Concentration 
on it, up to 10 minutes. Darkvision can’t penetrate this 
area, and no light can illuminate it.
Death Dog
Death Dog
Medium Monstrosity, Neutral Evil
AC 12  Initiative +2 (12)
HP 39 (6d8 + 12)
Speed 40 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 15 +2 +2 Dex 14 +2 +2 Con 14 +2 +2
Int 3 −4 −4 WIS 13 +1 +1 Cha 6 −2 −2
Skills Perception +5, Stealth +4
Immunities Blinded, Charmed, Deafened, Frightened, 
Stunned, Unconscious
Senses Darkvision 120 ft.; Passive Perception 15
Languages None
CR 1 (XP 200; PB +2)
Actions
Multiattack. The death dog makes two Bite attacks.
Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 
+ 2) Piercing damage. If the target is a creature, it is 
subjected to the following effect. Constitution Saving 
Throw: DC 12. First Failure: The target has the Poisoned 
condition. While Poisoned, the target’s Hit Point max-
imum doesn’t return to normal when finishing a Long 
Rest, and it repeats the save every 24 hours that elapse, 
ending the effect on itself on a success. Subsequent 
Failures: The Poisoned target’s Hit Point maximum de-
creases by 5 (1d10).
Deva
Deva
Medium Celestial (Angel), Lawful Good
AC 17   Initiative +4 (14)
HP 229 (27d8 + 108)
Speed 30 ft., Fly 90 ft. (hover)
MOD SAVE MOD SAVE MOD SAVE
Str 18 +4 +4 Dex 18 +4 +4 Con 18 +4 +4
Int 17 +3 +3 WIS 20 +5 +9 Cha 20 +5 +9
Skills Insight +9, Perception +9
Resistances Radiant
Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 120 ft.; Passive Perception 19
Languages All; telepathy 120 ft.
CR 10 (XP 5,900; PB +4)
Traits
Exalted Restoration. If the deva dies outside Mount 
Celestia, its body disappears, and it gains a new body 
instantly, reviving with all its Hit Points somewhere in 
Mount Celestia.
Magic Resistance. The deva has Advantage on saving 
throws against spells and other magical effects.
Actions
Multiattack. The deva makes two Holy Mace attacks.
Holy Mace. Melee Attack Roll: +8, reach 5 ft. Hit: 
7 (1d6 + 4) Bludgeoning damage plus 18 (4d8) Radi-
ant damage.
Spellcasting. The deva casts one of the following spells, 
requiring no Material components and using Charisma 
as the spellcasting ability (spell save DC 17):
At Will: Detect Evil and Good, Shapechange (Beast or 
Humanoid form only, no Temporary Hit Points gained 
from the spell, and no Concentration or Temporary 
Hit Points required to maintain the spell)
1/Day Each: Commune, Raise Dead
Bonus Actions
Divine Aid (2/Day). The deva casts Cure Wounds, 
Lesser Restoration, or Remove Curse, using the same 
spellcasting ability as Spellcasting.