D&D 2024 Legendary Actions
Legendary Actions are powerful abilities for monsters, especially bosses and epic monsters that often fight by themselves or with only a few allies to help. These actions let the monsters take partial turns outside of their turn, giving them an advantage compared to lesser, non-legendary monsters.
I have gone through the D&D 5th edition 2024 Monster Manual and have all Legendary Actions listed below. In addition, each Legendary Action has been made generic, with the monster name simply ‘monster’. No set DCs are provided, but a formula is provided so you know which recommended stat to use, though don’t feel constrained to that. Any mention of PB stands for Proficiency Bonus, so if an attack deals PBd6, that means it rolls a number of d6s equal to its Proficiency Bonus (i.e., +3 Proficiency Bonus means roll 3d6).
A note about the actions below, while damage is provided, a CR or CR range is also included as a recommendation. If you want to use an action for a lower CR monster, you could decide that the action costs an extra use of Legendary Actions, even if the 2024 rules have removed actions costing more than 1 use.
If you need even more Legendary Actions, check out our 30 Generic Legendary Actions you can add to your monsters to make them epic (or just Legendary).
Legendary Actions - D&D 2024
Attack. The monster makes one Melee or Ranged attack.
Suggested CR: 1+; Note: This is best used for monsters with a multiattack feature, and the attack should not be their highest damage attack. If the monster does not have the multiattack feature, then this action costs 2 uses.
Source: MultipleChomp. The monster makes two Melee or Ranged attacks.
Suggested CR: 5+; Note: This should be restricted to its lowest damage attack. If the damage between multiple attacks isn’t very different, then this ability should only be able to be used once per round.
Source: BeholderFeral Strike. The monster moves up to its Speed without provoking Opportunity Attacks, and it makes one Melee Attack.
Suggested CR: 1+; Note: This is best used for monsters with a multiattack feature, and the attack should not be their highest damage attack. If the monster does not have the multiattack feature, then this action costs 2 uses.
Source: MultiplePounce. The monster moves up to half its Speed, and it makes one Melee attack.
Suggested CR: 1+; Note: This is best used for monsters with a multiattack feature, and the attack should not be their highest damage attack. If the monster does not have the multiattack feature, then this action costs 2 uses.
Source: MultipleCloaked Flight. The monster uses Spellcasting to cast Invisibility on itself, and it can fly up to half its Fly Speed. The monster can’t take this action again until the start of its next turn.
Suggested CR: 1+; Note: If the monster does not have a Fly Speed, it can instead move up to half its Speed.
Source: Blue DragonArcane Prowl. The monster can teleport up to PBx5 feet to an unoccupied space it can see, and it makes one Melee attack.
Suggested CR: 1+; Note: This is best used for monsters with a multiattack feature, and the attack should not be their highest damage attack. If the monster does not have the multiattack feature, then this action costs 2 uses.
Source: Sphinx of LoreDeathly Teleport. The monster teleports up to 60 feet to an unoccupied space it can see, and each creature within 10 feet of the space it left takes 1d10 Necrotic damage.
Suggested CR: 3+; Note: You can increase this to half PBd10, but restrict the ability to once per round. If you add a saving throw, you can increase the damage to PBd10 with the same once per round restriction.
Source: LichRadiant Teleport. The monster teleports up to 60 feet to an unoccupied space it can see. Dexterity Saving Throw: DC (8+Wis+PB), each creature in a half PBx5-foot Emanation originating from the monster at its destination space. Failure: half PBd10 Radiant damage. Success: Half damage.
Suggested CR: 3+
Source: SolarGrave-Dust Flight. The monster flies up to its Fly Speed, shedding grave dust. Each creature within 5 feet of the monster as it moves is targeted once by the following effect. Constitution SavingThrow: DC (8+Int+PB). Failure: The target has the Blinded condition until the end of the monster’s next turn. Failure or Success: The monster can’t take this action again until the start of its next turn.
Suggested CR: 1+
Source: DemilichRumbling Movement. The monster moves up to its Speed, Fly Speed, or Swim Speed without provoking Opportunity Attacks. Each creature within 5 feet of the monster as it moves is targeted once by the following effect. Constitution Saving Throw: DC (8+Str+PB). Failure: The target has the Prone condition. Failure or Success: The monster can’t take this action again until the start of its next turn.
Suggested CR: 1+
Source: Elemental CataclysmWorld-Shaking Movement. The monster moves up to its Speed. At the end of this movement, the monster creates an instantaneous shock wave in a PBx10-foot Emanation originating from itself. Creatures in that area lose Concentration and, if Medium or smaller, have the Prone condition. The monster can’t take this action again until the start of its next turn.
Suggested CR: 1+; Note: Works best for Gargantuan monsters
Source: TarrasquePsychic Drain. Wisdom Saving Throw: DC (8+Int+PB), a creature that is Charmed or Grappled by the monster. Failure: Target takes PBd6 Psychic damage. Success: Half damage. Failure or Success: The monster regains 1d10 Hit Points.
Suggested CR: 1+
Source: AbolethMalicious Magic. The monster uses Spellcasting to cast a spell. The monster can’t take this action again until the start of its next turn.
Suggested CR: 1+; Note: Best to allow the monster to choose between two spells, and they should be spells that it can cast At Will.
Source: MultipleCloud of Insects. Dexterity Saving Throw: DC (8+Wis+PB), one creature the monster can see within PBx30 feet. Failure: PBd10 Poison damage, and the target has Disadvantage on Saving Throws to maintain Concentration until the end of its next turn. Failure or Success: The monster can’t take this action again until the start of its next turn.
Suggested CR: 1+
Source: Black DragonFrightful Presence. The monster uses Spellcasting to cast Fear. The monster can’t take this action again until the start of its next turn.
Suggested CR: 5+
Source: DragonsScorching Sands. Dexterity Saving Throw: DC (8+Cha+PB), one creature the monster can see within PBx30 feet. Failure: x2PBd8 Fire damage, and the target’s Speed is halved until the end of its next turn. Failure or Success: The monster can’t take this action again until the start of its next turn.
Suggested CR: 5+; Note: If you reduce the fire damage to PBd8, you can use this action with lower CR creatures.
Source: Brass DragonThunderclap. Constitution Saving Throw: DC (8+Cha+PB), each creature in a 20-foot-radius Sphere centered on a point the monster can see within PBx30 feet. Failure: PBd8 Thunder damage, and the target has the Deafened condition until the end of its next turn.
Suggested CR: 1+
Source: Bronze DragonGiggling Magic. Charisma Saving Throw: DC (8+Cha+PB), one creature the monster can see within 90 feet. Failure: x2PBd6 Psychic damage. Until the end of its next turn, the target rolls 1d6 whenever it makes an ability check or attack roll and subtracts the number rolled from the D20 Test. Failure or Success: The monster can’t take this action again until the start of its next turn.
Suggested CR: 5+; Note: If you reduce the psychic damage to PBd6, you can use this action with lower CR creatures.
Source: Copper DragonTerrifying Presence. Wisdom Saving Throw: DC (8+Cha+PB), each creature in a PBx5-foot Emanation originating from the monster. Failure: half PBd10 Psychic damage, and the target has the Frightened condition until the end of its next turn. Failure or Success: The monster can’t take this action again until the start of its next turn.
Suggested CR: 1+
Source: DracolichBanish. Charisma Saving Throw: DC (8+Cha+PB), one creature the monster can see within PBx30 feet. Failure: half PBd6 Force damage, and the target has the Incapacitated condition and is transported to a harmless demiplane until the start of the monster’s next turn, at which point it reappears in an unoccupied space of the monster’s choice within PBx30 feet of the monster. Failure or Success: The monster can’t take this action again until the start of its next turn.
Suggested CR: 1+; Note: If you remove the damage and the Incapacitated condition, you could remove the once per round restriction.
Source: Gold DragonNoxious Miasma. Constitution Saving Throw: DC (8+Cha+PB), each creature in a PBx5-foot-radius Sphere centered on a point the monster can see within PBx15 feet. Failure: half PBd6 Poison damage, and the target takes a −2 penalty to AC until the end of its next turn. Failure or Success: The monster can’t take this action again until the start of its next turn.
Suggested CR: 1+
Source: Green DragonVeil of Shadow. The monster takes the Hide action if it is in Darkness or Dim Light, and one creature of its choice that it can see within 10 feet of it takes half PBd6 Necrotic damage. The monster can’t take this action again until the start of its next turn.
Suggested CR: 1+; Note: If you remove the damage, you can remove the once per round restriction.
Source: Shadow DragonCold Gale. Dexterity Saving Throw: DC (8+Cha+PB), each creature in a PBx10-foot-long, 10-foot-wide Line. Failure: PBd6 Cold damage, and the target is pushed up to 30 feet straight away from the monster. Success: Half damage only. Failure or Success: The monster can’t take this action again until the start of its next turn.
Suggested CR: 3+
Source: Silver DragonFreezing Burst. Constitution Saving Throw: DC (8+Cha+PB), each creature in a PBx5-foot-radius Sphere centered on a point the monster can see within 120 feet. Failure: Half PBd6 Cold damage, and the target’s Speed is 0 until the end of the target’s next turn. Failure or Success: The monster can’t take this action again until the start of its next turn.
Suggested CR: 3+; Note: If you remove the damage from this effect, you can remove the once per round restriction.
Source: White DragonDecay. The monster deals PBd6 Necrotic damage to each creature Grappled or Engulfed by it. The monster can’t take this action again until the start of its next turn.
Suggested CR: 3+; Note: If you choose to give the creatures a saving throw to resist taking damage, you can remove the once per round restriction.
Source: Blob of AnnihilationGrasping. Dexterity Saving Throw: DC (8+Str+PB), a creature within reach of the monster. Failure: PBd10 Bludgeoning damage, and the target has the Restrained condition (escape DC 8+Str+PB) until the end of its next turn. Success: Half damage only. Failure or Success: The monster can’t take this action again until the start of its next turn.
Suggested CR: 1+; Note: If you reduce the damage to PBd6 and change the condition to Grappled, you can remove the once per round restriction.
Source: Blob of AnnihilationFell Word. Constitution Saving Throw: DC (8+Cha+PB), one creature the monster can see within PBx30 feet. Failure: x2PBd6 Necrotic damage, and the target’s Hit Point maximum decreases by an amount equal to the damage taken. Failure or Success: The monster can’t take this action again until the start of its next turn.
Suggested CR: 5+; Note: If you reduce the necrotic damage to PBd6, you can use this action with lower CR creatures.
Source: Death KnightEnergy Drain. Constitution Saving Throw: DC (8+Int+PB), one creature the monster can see within PBx30 feet. Failure: The target’s Hit Point maximum decreases by PBd6. Failure or Success: The monster can’t take this action again until the start of its next turn.
Suggested CR: 3+
Source: DemilichBolster. The monster gains PBx2 Temporary Hit Points, and the monster and each ally within PBx5 feet of it gain Advantage on D20 Tests until the end of the monster’s next turn. The monster can’t take this action again until the start of its next turn.
Suggested CR: 1+
Source: EmpyreanShockwave of Glory. Constitution Saving Throw: DC (8+Cha+PB), each creature in a PBx5-foot Emanation originating from the monster. Failure: x2PBd8 Force damage, and the target has the Prone condition. Success: Half damage only. Failure or Success: The monster can’t take this action again until the start of its next turn.
Suggested CR: 5+; Note: If you reduce the damage to PBd8 Force damage, you can remove the once per round restriction.
Source: EmpyreanToxic Ink. Constitution Saving Throw: DC (8+Con+PB), each creature in a PBx5-foot Emanation originating from the monster while it is underwater. Failure: The target has the Blinded and Poisoned conditions until the end of the monster’s next turn. The monster then moves up to its Speed. Failure or Success: The monster can’t take this action again until the start of its next turn.
Suggested CR: 1+; Note: This can be reflavored as a black miasma cloud if your monster is not underwater.
Source: KrakenDisrupt Life. Constitution Saving Throw: DC (8+Int+PB), each creature that isn’t an Undead in a PBx5-foot Emanation originating from the monster. Failure: PBd6 Necrotic damage. Success: Half damage. Failure or Success: The monster can’t take this action again until the start of its next turn.
Suggested CR: 3+
Source: LichDreadful Glare. Wisdom Saving Throw: DC (8+Wis+PB), one creature the monster can see within 60 feet. Failure: PBd6 Psychic damage, and the target has the Paralyzed condition until the end of the monster’s next turn. The monster can’t take this action again until the start of its next turn.
Suggested CR: 3+; Note: If you remove the damage, you can remove the once per round restriction.
Source: MummyBlinding Gaze. Constitution Saving Throw: DC (8+Wis+PB), one creature the monster can see within PBx30 feet. Failure: The target has the Blinded condition for 1 minute. Failure or Success: The solar can’t take this action again until the start of its next turn.
Suggested CR: 3+
Source: SolarWeight of Years. Constitution Saving Throw: DC (8+Cha+PB), one creature the monster can see within PBx30 feet. Failure: The target gains 1 Exhaustion level. While the target has any Exhaustion levels, it appears 3d10 years older. Failure or Success: The monster can’t take this action again until the start of its next turn.
Suggested CR: 5+
Source: Sphinx of LoreShimmering Shield. The monster targets itself or one creature it can see within PBx20 feet of itself. The target gains PBd6 Temporary Hit Points, and its AC increases by 2 until the end of the monster’s next turn. The monster can’t take this action again until the start of its next turn.
Suggested CR: 1+
Source: Unicorn
If you would like a printer-friendly PDF of this article, or any of our tools and other homebrew, consider supporting us on Patreon!
Like what we do?
Join our Patreon!
You’ll get early access to deep dives, the Homebrew Hoard
featuring 500+ monsters, ad-free articles, and more!
Follow us on Reddit to keep up to date on everything we talk about!

