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System Reference Document 5.2.1
Legendary Actions
Legendary Action Uses: 3 (4 in Lair). Immediately after 
another creature’s turn, the dragon can expend a use to 
take one of the following actions. The dragon regains all 
expended uses at the start of each of its turns.
Mind Invasion. The dragon uses Spellcasting to cast 
Mind Spike (level 5 version).
Noxious Miasma. Constitution Saving Throw: DC 21, 
each creature in a 30-foot-radius Sphere centered on 
a point the dragon can see within 90 feet. Failure: 17 
(5d6) Poison damage, and the target takes a −2 penalty 
to AC until the end of its next turn. Failure or Success: 
The dragon can’t take this action again until the start of 
its next turn.
Pounce. The dragon moves up to half its Speed, and it 
makes one Rend attack.
Green Hag
Green Hag
Medium Fey, Neutral Evil
AC 17  Initiative +1 (11)
HP 82 (11d8 + 33)
Speed 30 ft., Swim 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 18 +4 +4 Dex 12 +1 +1 Con 16 +3 +3
Int 13 +1 +1 WIS 14 +2 +2 Cha 14 +2 +2
Skills Arcana +5, Deception +4, Perception +4, Stealth +3
Senses Darkvision 60 ft.; Passive Perception 14
Languages Common, Elvish, Sylvan
CR 3 (XP 700; PB +2)
Traits
Amphibious. The hag can breathe air and water.
Coven Magic. While within 30 feet of at least two hag 
allies, the hag can cast one of the following spells, 
requiring no Material components, using the spell’s 
normal casting time, and using Intelligence as the spell-
casting ability (spell save DC 11): Augury, Find Familiar, 
Identify, Locate Object, Scrying, or Unseen Servant. 
The hag must finish a Long Rest before using this trait to 
cast that spell again.
Mimicry. The hag can mimic animal sounds and hu-
manoid voices. A creature that hears the sounds can 
tell they are imitations only with a successful DC 14 
Wisdom (Insight) check.
Actions
Multiattack. The hag makes two Claw attacks.
Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) 
Slashing damage plus 3 (1d6) Poison damage.
Spellcasting. The hag casts one of the following spells, 
requiring no Material components and using Wisdom 
as the spellcasting ability (spell save DC 12, +4 to hit 
with spell attacks):
At Will: Dancing Lights, Disguise Self (24-hour du-
ration), Invisibility (self only, and the hag leaves no 
tracks while Invisible), Minor Illusion, Ray of Sickness 
(level 3 version)
Grick
Grick
Medium Aberration, Unaligned
AC 14  Initiative +2 (12)
HP 54 (12d8)
Speed 30 ft., Climb 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 14 +2 +2 Dex 14 +2 +2 Con 11 +0 +0
Int 3 −4 −4 WIS 14 +2 +2 Cha 5 −3 −3
Skills Stealth +4
Senses Darkvision 60 ft.; Passive Perception 12
Languages None
CR 2 (XP 450; PB +2)
Actions
Multiattack. The grick makes one Beak attack and one 
Tentacles attack.
Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) 
Piercing damage.
Tentacles. Melee Attack Roll: +4, reach 5 ft. Hit: 7 
(1d10 + 2) Slashing damage. If the target is a Medium or 
smaller creature, it has the Grappled condition (escape 
DC 12) from all four tentacles.
Griffon
Griffon
Large Monstrosity, Unaligned
AC 12  Initiative +2 (12)
HP 59 (7d10 + 21)
Speed 30 ft., Fly 80 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 18 +4 +4 Dex 15 +2 +2 Con 16 +3 +3
Int 2 −4 −4 WIS 13 +1 +1 Cha 8 −1 −1
Skills Perception +5
Senses Darkvision 60 ft.; Passive Perception 15
Languages None
CR 2 (XP 450; PB +2)
Actions
Multiattack. The griffon makes two Rend attacks.
Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) 
Piercing damage. If the target is a Medium or smaller 
creature, it has the Grappled condition (escape DC 14) 
from both of the griffon’s front claws.