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System Reference Document 5.2.1
MOD SAVE MOD SAVE MOD SAVE
Str 28 +9 +9 Dex 7 −2 −2 Con 22 +6 +11
Int 1 −5 −5 WIS 8 −1 +4 Cha 4 −3 −3
Senses Blindsight 30 ft., Tremorsense 60 ft.; 
Passive Perception 9
Languages None
CR 15 (XP 13,000; PB +5)
Traits
Tunneler. The worm can burrow through solid rock at 
half its Burrow Speed and leaves a 10-foot-diameter 
tunnel in its wake.
Actions
Multiattack. The worm makes one Bite attack and one 
Tail Stinger attack.
Bite. Melee Attack Roll: +14, reach 10 ft. Hit: 22 
(3d8 + 9) Piercing damage. If the target is a Large or 
smaller creature, it has the Grappled condition (escape 
DC 19), and it has the Restrained condition until the 
grapple ends.
Tail Stinger. Melee Attack Roll: +14, reach 10 ft. Hit: 
16 (2d6 + 9) Piercing damage plus 35 (10d6) Poi-
son damage.
Bonus Actions
Swallow. Strength Saving Throw: DC 19, one Large or 
smaller creature Grappled by the worm (it can have up 
to three creatures swallowed at a time). Failure: The tar-
get is swallowed by the worm, and the Grappled con-
dition ends. A swallowed creature has the Blinded and 
Restrained conditions, has Total Cover against attacks 
and other effects outside the worm, and takes 17 (5d6) 
Acid damage at the start of each of the worm’s turns. 
 If the worm takes 30 damage or more on a single turn 
from a creature inside it, the worm must succeed on a 
DC 21 Constitution saving throw at the end of that turn 
or regurgitate all swallowed creatures, each of which 
falls in a space within 5 feet of the worm and has the 
Prone condition. If the worm dies, any swallowed crea-
ture no longer has the Restrained condition and can 
escape from the corpse using 20 feet of movement, 
exiting Prone.
Quasit
Quasit
Tiny Fiend (Demon), Chaotic Evil
AC 13   Initiative +3 (13)
HP 25 (10d4)
Speed 40 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 5 −3 −3 Dex 17 +3 +3 Con 10 +0 +0
Int 7 −2 −2 WIS 10 +0 +0 Cha 10 +0 +0
Skills Stealth +5
Resistances Cold, Fire, Lightning
Immunities Poison; Poisoned
Senses Darkvision 120 ft.; Passive Perception 10
Languages Abyssal, Common
CR 1 (XP 200; PB +2)
Traits
Magic Resistance. The quasit has Advantage on saving 
throws against spells and other magical effects.
Actions
Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) 
Slashing damage, and the target has the Poisoned con-
dition until the start of the quasit’s next turn.
Invisibility. The quasit casts Invisibility on itself, requir-
ing no spell components and using Charisma as the 
spellcasting ability.
Scare (1/Day). Wisdom Saving Throw: DC 10, one 
creature within 20 feet. Failure: The target has the 
Frightened condition. At the end of each of its turns, the 
target repeats the save, ending the effect on itself on a 
success. After 1 minute, it succeeds automatically.
Shape-Shift. The quasit shape-shifts to resemble a bat 
(Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 
ft.), or a toad (40 ft., Swim 40 ft.), or it returns to its 
true form. Its game statistics are the same in each form, 
except for its Speed. Any equipment it is wearing or 
carrying isn’t transformed.
Rakshasa
Rakshasa
Medium Fiend, Lawful Evil
AC 17  Initiative +8 (18)
HP 221 (26d8 + 104)
Speed 40 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 14 +2 +2 Dex 17 +3 +3 Con 18 +4 +4
Int 13 +1 +1 WIS 16 +3 +3 Cha 20 +5 +5
Skills Deception +10, Insight +8, Perception +8
Vulnerabilities Piercing damage from weapons wielded by 
creatures under the effect of a Bless spell
Immunities Charmed, Frightened
Senses Truesight 60 ft.; Passive Perception 18
Languages Common, Infernal
CR 13 (XP 10,000; PB +5)