281
System Reference Document 5.2.1
Dragon Turtle
Dragon Turtle
Gargantuan Dragon, Neutral
AC 20  Initiative +6 (16)
HP 356 (23d20 + 115)
Speed 20 ft., Swim 50 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 25 +7 +7 Dex 10 +0 +0 Con 20 +5 +11
Int 10 +0 +0 WIS 12 +1 +7 Cha 12 +1 +1
Resistances Fire
Senses Darkvision 120 ft.; Passive Perception 11
Languages Draconic, Primordial (Aquan)
CR 17 (XP 18,000; PB +6)
Traits
Amphibious. The dragon can breathe air and water.
Actions
Multiattack. The dragon makes three Bite attacks. It 
can replace one attack with a Tail attack.
Bite. Melee Attack Roll: +13, reach 15 ft. Hit: 23 
(3d10 + 7) Piercing damage plus 7 (2d6) Fire damage. 
Being underwater doesn’t grant Resistance to this 
Fire damage.
Tail. Melee Attack Roll: +13, reach 15 ft. Hit: 18 (2d10 
+ 7) Bludgeoning damage. If the target is a Huge or 
smaller creature, it has the Prone condition.
Steam Breath (Recharge 5–6). Constitution Saving 
Throw: DC 19, each creature in a 60-foot Cone. Failure: 
56 (16d6) Fire damage. Success: Half damage. Failure or 
Success: Being underwater doesn’t grant Resistance to 
this Fire damage.
Dretch
Dretch
Small Fiend (Demon), Chaotic Evil
AC 11  Initiative +0 (10)
HP 18 (4d6 + 4)
Speed 20 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 12 +1 +1 Dex 11 +0 +0 Con 12 +1 +1
Int 5 −3 −3 WIS 8 −1 −1 Cha 3 −4 −4
Resistances Cold, Fire, Lightning
Immunities Poison; Poisoned
Senses Darkvision 60 ft.; Passive Perception 9
Languages Abyssal; telepathy 60 ft. (works only with 
creatures that understand Abyssal)
CR 1/4 (XP 50; PB +2)
Actions
Rend. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) 
Slashing damage.
Fetid Cloud (1/Day). Constitution Saving Throw: DC 11, 
each creature in a 10-foot Emanation originating from 
the dretch. Failure: The target has the Poisoned condi-
tion until the end of its next turn. While Poisoned, the 
creature can take either an action or a Bonus Action on 
its turn, not both, and it can’t take Reactions.
Drider
Drider
Large Monstrosity, Chaotic Evil
AC 19  Initiative +4 (14)
HP 123 (13d10 + 52)
Speed 30 ft., Climb 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 16 +3 +3 Dex 19 +4 +4 Con 18 +4 +4
Int 13 +1 +1 WIS 16 +3 +3 Cha 12 +1 +1
Skills Perception +6, Stealth +10
Senses Darkvision 120 ft.; Passive Perception 16
Languages Elvish, Undercommon
CR 6 (XP 2,300; PB +3)
Traits
Spider Climb. The drider can climb difficult surfaces, 
including along ceilings, without needing to make an 
ability check.
Sunlight Sensitivity. While in sunlight, the drider has 
Disadvantage on ability checks and attack rolls.
Web Walker. The drider ignores movement restrictions 
caused by webs, and the drider knows the location of 
any other creature in contact with the same web.
Actions
Multiattack. The drider makes three attacks, using 
Foreleg or Poison Burst in any combination.
Foreleg. Melee Attack Roll: +7 , reach 10 ft. Hit: 13 (2d8 
+ 4) Piercing damage.
Poison Burst. Ranged Attack Roll: +6, range 120 ft. Hit: 
13 (3d6 + 3) Poison damage.
Bonus Actions
Magic of the Spider Queen (Recharge 5–6). The drider 
casts Darkness, Faerie Fire, or Web, requiring no Mate-
rial components and using Wisdom as the spellcasting 
ability (spell save DC 14).