Amphibious: The dragon can breathe air and water.
Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.
Claw: Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 13 (2d6 + 6) slashing damage.
Tail: Melee Weapon Attack: +11 to hit, reach 15 ft., one target.
Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Acid Breath (Recharge 5-6): The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.
Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.
Detect: The dragon makes a Wisdom (Perception) check.
Tail Attack: The dragon makes a tail Attack.
Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).
Heart of Hruggek. The bugbear has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.
Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
Multiattack. The bugbear makes two melee attacks.
Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 12 (2d8 + 3) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one creature.
melee Hit: 10 (2d6 + 3) piercing damage in melee or ranged Hit: 6 (1d6 + 3) piercing damage at range.
Brute: A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).
Surprise Attack: If the bugbear surprises a creature and hits it with an Attack during the first round of Combat, the target takes an extra 7 (2d6) damage from the Attack.
Morningstar: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.
Javelin: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range.
Spellcasting. The mage is a 4th·level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 13, +5 to hit with spell attacks). The mage knows the following spells from the wizard's spell list:
Cantrips (at will): light, mage hand, shocking grasp l st Level (4 slots): charm person, magic missile
2nd Level (3 slots): hold person, misty step
Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
Hit: 3 (ld8 - 1) bludgeoning
Illumination: The flameskull sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action.Magic Resistance: The flameskull has advantage on saving throws against spells and other magical effects. Rejuvenation: If the flameskull is destroyed, it regains all its hit points in 1 hour unless holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them. (Int based spell save DC 13, +5 to hit with spell attacks). Cantrip (at will): mage hand•1st level (3 slots): magic missile, shield•2nd level (2 slots): blur,flaming sphere•3rd level (1 slot):fireball
Multiattack. The flarneskull makes two attacks with its Fire Ray.
Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 10 (3d6) fire damage.
Stone Camouflage. The grick has advantage on its Dexterity (Stealth) check when it attempts to hide in rocky terrain.
Multiattack. The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target.
Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 9 (2d6 + 2) slashing damage.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (ld6 + 2) piercing damage.
Incorporeal Movement. The wraith can move through an object or another creature, but can't stop there.
Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls and on Perception checks that rely on sight.
Life Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 16 (3dS + 3) necrotic damage, and the target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. If this attack reduces the target's hit point maximum to 0, the target dies. This reduction to the target's hit point maximum lasts until the target finishes a long rest.
Special Equipment. Nezznar has a spider staff.
Fey Ancestry: Nezznar has advantage on saving throws against being charmed, and magic can't put him to sleep.
Sunlight Sensitivity. Nezznar has disadvantage on attack rolls when he or his target is in sunlight.
• At will: dancing lights • 1/day each: darkness, faeriefire (save DC 12) (Int spell save DC 13, +5 to hit) • Cantrips (at will): mage hand, ray offrost, shocking grasp • 1st Level (4 slots): mage armor, magic missile, shield• 2nd Level (3 slots): invisihility, suggestion
Spider Staff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
Hit: 2 (1d6 -1) bludgeoning damage plus 3 (1d6) poison damage.
Keen Sight. The Nothic has advantage on Perception checks that rely on sight.
Multiattack. The nothic makes two attacks with its claws. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (ld6 + 3) slashing damage.
Rotting Gaze. The nothic chooses one creature within 30 feet of it that it can see. The target must succeed on a DC 12 Constitution saving throw against this magic or take 10 (3d6) necrotic damage.
Weird Insight. The nothic chooses one creature within 30 feet of it that it can see. The target must contest its Charisma (Deception) check against the nothic's Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the creature.
Amorphous. The jelly can move through a space as narrow as 1 inch wide without squeezing.
Spider Climb. The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage.
Reaction: Split. When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly.
Multiattack. The ruffian makes two melee attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
Vulnerable to fire
False Appearance. The blight resev o es a ead shrub. While it remains motionless among vegetation, it can hide without being out of sight.
Claws. Melee Weapon Attack +3 to hit, reach 5 ft., one target.
Hit: 3 (1d4 + 1) piercing damage.
Amphibious. The dragon can breathe air and water.
Multiattack. The dragon makes three attacks, one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 15 (2dl0 + 4) piercing damage plus 7 (2d6) poison damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
Poison Breath (Recharge 5-6). The dragon breathes poisonous
gas in a 30·foot cone. Each creature in the cone must make a DC
16 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one
Undead Fortitude: If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Slam: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.