Magic Resistance. The noctiny has advantage on saving throws against spells and other magical effects.
Pact Wrath. One of the noctiny's weapons is infused with power. Its attacks with this weapon count as magical, and it adds its Charisma bonus to the weapon's damage (included below).
Spellcasting. The noctiny is a 3rd-level spellcaster. Its spellcasting ability score is Charisma (save DC 13, +5 to hit with spell attacks). It knows the following warlock spells.
Cantrips (at will): chill touch, eldritch blast, poison spray
1st level (4 slots): armor of agathys, charm person, hellish rebuke, hex
2nd level (2 slots): crown of madness, misty step
Multiattack. The noctiny makes two melee attacks.
Pact Staff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage or 8 (1d8 + 4) bludgeoning damage if used in two hands.
Keen Hearing and Smell. The lich hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Bite Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit 10 (1d12 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Ethereal Jaunt. As a bonus action, the lich hound can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
Gut Rip. As a bonus action, the lich hound tears into any adjacent prone creature, inflicting 19 (3d12) slashing damage. The target must succeed on a DC 14 Constitution saving throw or be incapacitated for 1d4 rounds. An incapacitated creature repeats the saving trow at the end of each of its turns, a successful save ends the condition early.
Howl. The eerie howl of lich hounds as they close in on their prey plays havoc on the morale of living creature that hear it. Howling requires an action and creatures that hear the howl of lich hound within 100 fet must succeed on a DC 14 Wisdom saving throw or become frightened for 5 rounds. Creatures that successfully save against this effect cannot be affected by a lich hound's howl for 24 hours.
Innate Spellcasting. The fext's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
At will: hex
3/day each: counterspell, fear, gaseous form
1/day each: hold monster, true seeing
Magic Resistance. The fext on advantage on saving trows against spell and other effects.
Magic Weapons. The fext's weapon attacks are magical.
Patron Blessing. A fext is infused with a portion of their patron's power. They have an Armor Class equal to 10 + their Charisma modifier + their Dexterity modifier.
Multiattack. The fext makes two melee or ranged attacks.
Eldritch Blade Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage plus 16 (3d10) force damage.
Eldritch Fury Ranged Weapon Attack: +6 to hit, range 60/200 ft., one creature. Hit: 25 (4d10 + 3) force damage.
Damage Vulnerabilities: bludgeoning
Strength of Bone A bone swarm can choose to deal bludgeoning, piercing, or slashing damage and adds 1.5x its Strength bonus on swarm damage rolls as bits and pieces of broken skeletons claw, bite, stab, and slam at the victim.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a human skull. The swarm can't regain hit points or gain temporary hit points.
Multiattack. The bone swarm can attack every hostile creature in its space with swirling bones.
Swirling Bones. Melee Weapon Attack: +10 to hit, reach 0 ft., one creature in the swarm's space. Hit 31 (5d8 + 9) bludgeoning, piercing, or slashing damage (includes Strength of Bone special ability)
Death's Embrace (Recharge 5-6) Melee Weapon Attack: +10 to hit, reach 0 ft., one creature in the swarm's space. Hit: the target is grappled (escape DC 16) and enveloped within the swarm's bones. The swarm can force the creature to move at its normal speed wherever the bone swarm wishes. Any non-area attack against the bone swarm has a 50% chance of hitting a creature grappled in Death's Embrace.
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Spellcasting. The kobold is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following sorceror spells prepared:
Cantrips (at will): fire bolt, mage hand, mending, poison spray
1st level (4 slots): charm person, chromatic orb, expeditious retreat
2nd level (2 slots): scorching ray
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Dagger Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Sorcery Points. The kobold has 3 sorcery points. It can spend 1 or more sorcery points as a bonus action to gain one of the following benefits:
Heightened Spell: Wen it casts a spell that forces a creature to make a saving throw to resist the spell's effects, the kobold can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell.
Subtle Spell: When the kobold casts a spell, it can spend 1 sorcery point to cast the spell without any somatic or verbal components.
Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time.
Detect Life. The banshee can magically sense the presence of living creatures up to 5 miles away that aren't undead or constructs. She knows the general direction they're in but not their exact locations.
Incorporeal Movement. The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.
Corrupting Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) necrotic damage.
Horrifying Visage. Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the banshee's Horrifying Visage for the next 24 hours.
Wail (1/Day). The banshee releases a mournful wail, provided that she isn't in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.
Spellcasting. The bard is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following bard spells prepared:
Cantrips (at will): friends, mage hand, vicious mockery
1st level (4 slots): charm person, healing word, heroism, sleep, thunderwave
2nd level (3 slots): invisibility, shatter
Song of Rest. The bard can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The bard can confer this benefit on itself at well.
Taunt (2/day) The bard can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard's next turn.
Shortsword Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Keen Smell. The carrion crawler has advantage on Wisdom (Perception) checks that rely on smell.
Spider Climb. The carrion crawler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Multiattack The carrion crawler makes two attacks: one with its tentacles and one with its bite.
Tentacles Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 4 (1d4 + 2) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.
False Appearance. While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.
Grasping Tendrils. The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20, 10 hit points, immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.
Spider Climb. The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Multiattack. The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage.
Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target.
Reel. The roper pulls each creature grappled by it up to 25 feet straight toward it.
Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage. The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.
Transparent. Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.
Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) acid damage.
Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.
Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).
Precise Attacker. The bugbear's weapon attacks score a critical hit on a roll of 18-20. When the bugbear scores a critical hit, it rolls the damage dice three times, instead of twice.
Surprise Attack. If the bugbear surprises a creature during the first round of combat, the bugbear has advantage on the first attack roll against that creature. If the attack hits, it is considered a critical hit.
Multiattack. The bugbear makes two melee attacks.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 13 (2d8+4) slashing damage or 15 (2d10 +4) slashing damage if wielded with two hands.
Heavy Crossbow Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 9 (1d10+4) piercing damage.
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Spellcasting. The kobold is a 4th-level spellcaster. Its specllasting ability is Wisdom (save DC 12, +4 to hit with spell attacks). The kobold has the following spells prepared:
Cantrips (at will): druidcraft, produce flame, shillelagh
1st level (4 slots): cure wounds, fog cloud, healing word
2nd level (3 slots): flaming sphere, heat metal
Club Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) bludgeoning damage.
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Club Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) bludgeoning damage.
Alchemist's Fire (5/day). Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: The target is covered in flaming adhesive and takes 2 (1d4) fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
Acid Vial (3/day). Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 7 (2d6) acid damage.