Parry: Luvash can use his reaction to parry an melee attack against him, adding 2 to his AC against it.
Scimitar: +5 to hit, 1d6 + 3 slashing
Thrown Dagger: +5 to hit, 1d4 + 3 piercing, Range 20/60 ft.
Assassinate: During his first turn, Arrigal has advantage on attack rolls against any creature that has not yet taken a turn. Any hit he scores against a surprised creature is a critical hit.
Evasion: If Arrigal is subjected to an effect that allows him to make a Dexterity saving throw to take half damage, he instead takes no damage on a success and only half damage on a failure.
Multiattack: Arrigal makes two shortsword attacks.
Shortsword: +7 to hit, 1d6 +3 piercing. Target must make a DC 15 Constitution saving throw or take 7d6 poison damage, half damage on a successful save.
Light Crossbow: +7 to hit, 1d8 + 3 piercing damage.Target must make a DC 15 Constitution saving throw or take 7d6 poison damage, half damage on a successful save. Range 80/320 ft.
Sneak Attack: Once per turn, Arrigal deals an extra 4d6 damage to a target who he successfully attacks as long as he has advantage or an ally within 5 feet of the target.
Regeneration: The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of it's next turn.
Spider Climb: A vampire can climb difficult surfaces with no check.
Vampiric Weaknesses: A vampire cannot enter a residence without an invitation from one of its occupants. A vampire takes 20 acid damage when it ends its turn in running water.
Multiattack: The vampire makes two attacks, one of which can be a bite.
Claws: +6 to hit, 2d4 + 3 slashing damage. Instead of dealing damage, the vampire can grapple it's target (Escape DC 13).
Bite: +6 to hit, 1d6 + 3 piercing damage and 2d6 necrotic damage. Target's max HP is reduced by the necrotic damage taken and vampire regains as many hit points.
Keen Smell: The tiger has advantage on Perception checks relying on scent.
Pounce: If the tiger moves at least 20 feet straight toward a creature and hits with a claw attack on the same turn, the target must succeed on a DC 14 Strength check or be knocked prone. If the target is knocked prone, the tiger can make a bite attack as a bonus action.
Bite: +6 to hit, 1d10 + 5 piercing
Claw: +6 to hit, 2d6 + 5 slashing
Shapechange: Majesto can polymorph into a rat, a raven, or a spider. It's statistics remain the same across all forms.
Devil's Sight: Magical darkness does not impede Majesto's darkvision.
Magic Resistance: Majesto has advantage on saving throws against spells and other magical effects.
Sting: +5 to hit, 1d4 + 3 piercing. Target must make a DC 11 Constitution save or take 3d6 poison damage (half damage on success).
Invisibility: Majesto can turn magically invisible until it attacks or until it's concentration is broken.
Vulnerable to Bludgeoning: A skeleton takes double damage from bludgeoning attacks.
Shortsword: +4 to hit, 1d6 + 2 piercing
Spellcasting: Lady Fiona is a 5th-level Spellcaster (Wisdom, Save DC 13, +5 Spell Attack). She has the following cleric spells prepared:
Cantrips: Mending, Resistance, Thaumaturgy
1st Level (4 Slots): Bane, Cure Wounds, Inflict Wounds
2nd Level (3 Slots): Gentle Repose, Hold Person
3rd Level (2 Slots): Animate Dead, Dispel Magic
Mace: +2 to hit, 1d6 bludgeoning damage
Dark Eminence: Lady Fiona can expend a spell slot to imbue her melee attacks with dark energy. Her attacks do extra necrotic damage based on the spell slot used.
1st-Level: 3d6 necrotic damage
2nd Level: 4d6 necrotic damage
3rd Level: 5d6 necrotic damage
Ethereal Vision: The ghost can see up to 60 feet into the Ethereal plane from the Material plane.
Incorporeal: The ghost can move through creatures and objects as if they were difficult terrain. The ghost takes 1d10 force damage if it ends its turn inside an object.
Withering Touch: +5 to hit, 4d6 + 3 necrotic
Horrifying Visage: Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom save or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns to end the effect.
Spellcasting: Viktor is a 9th-level spellcaster (Intelligence, Save DC 14, +6 Spell Attack). He has the following wizard spells prepared:
Cantrips: Fire Bolt, Mage Hand, Prestidigitation
1st Level (4 Slots): Detect Magic, Mage Armor, Magic Missile, Shield
2nd Level (3 Slots): Misty Step, Suggestion
3rd Level (3 Slots): Counterspell, Fireball, Polymorph
4th Level (3 Slots): Greater Invisibility, Ice Storm
5th Level (1 Slot): Cone of Cold
Dagger: +5 to hit, 1d4 + 2 piercing
Thrown Dagger: +5 to hit, 1d4 + 2 piercing, Range 20/60 ft.
Keen Hearing and Smell: A mastiff has advantage on Perception checks relying on hearing or scent.
Bite: +3 to hit, 1d6 + 1 piercing. Target must make a DC 11 Strength saving throw or be knocked prone.
Rapier: +3 to hit, 1d8 + 1 piercing
Swarm: A swarm can occupy a creature's space. It cannot regain hit points or gain temporary hit points. It can move through any opening that one of the creatures that comprise it could fit through.
Beaks: +4 to hit, 2d6 piercing (1d6 piercing if at half HP or lower).
Keen Hearing and Sight: A wolf hunter has advantage on Perception checks relying on hearing or vision.
Shortsword: +4 to hit, 1d6 + 2 piercing
Longbow: +4 to hit, 1d8 + 2 piercing, Range 150/600 ft.
Multiattack: Izek makes two attacks with his battleaxe.
Battleaxe: +7 to hit, 2d8 +4 slashing damage (2d10 + 4 when used two-handed).
Hurl Flame: +5 to hit, 3d6 fire damage, Range 60 ft.
Shapechanger: As an action, the wereraven can polymorph into a human, a raven, or a hybrid form. It's stats remain the same in all forms, but it drops its equipment if it changes to its raven form.
Mimicry: A wereraven can mimic simple sounds it has heard. A creature can tell they're imitations with a DC 10 Insight check.
Multiattack: The wereraven makes two attacks, only one of which can be made with their hand crossbow.
Beak: +4 to hit, 1d4 + 2 piercing damage (just 1 piercing damage if in raven form). The target must succeed on a DC 10 Constitution check or become cursed with lycanthropy.
Shortsword: +4 to hit, 1d6 + 2 piercing damage.
Hand Crossbow: +4 to hit, 1d6 + 2 piercing damage. Range 30/120 ft.
Shovel: +4 to hit, 1d4 + 2 bludgeoning damage
Spellcasting: Lucian is a 5th-level spellcaster (Wisdom, Save DC 13, Spell Attack +5). He has the following cleric spells prepared:
Cantrips: Light, Sacred Flame, Thaumaturgy
1st Level (4 Slots): Cure Wounds, Guiding Bolt, Sanctuary
2nd Level (3 Slots): Lesser Restoration, Spiritual Weapon
3rd Level (2 Slots): Dispel Magic, Spirit Guardians
Mace: +2 to hit, 1d6 bludgeoning damage
Divine Eminence: As a bonus action, Lucian can expend a spell slot to cause his melee attack to deal an extra radiant damage.
1st-level: 3d6 radiant damage
2nd-level: 4d6 radiant damage
Keen Smell: The swarm has advantage on Perception checks relying on scent.
Swarm: A swarm can occupy another creature's space. This swarm can move through any opening large enough for a tiny rat. A swarm cannot regain hit points or gain temporary hit points.
Bites: +2 to hit, 2d6 piercing damage. Reduced to 1d6 piercing damage when the swarm is at half of it's max HP.
Dark Devotion: A cult fanatic has advantage on saving throws against being charmed or frightened.
Spellcasting: A fanatic is a 4th-level spellcaster (Wisdom, Save DC 11, +3 Spell Attack). It has the following cleric spells prepared:
Cantrips: Light, Sacred Flame, Thaumaturgy
1st Level (4 Slots): Command, Inflict Wounds, Shield of Faith
2nd Level (3 Slots): Hold Person, Spiritual Weapon
Multiattack: The cult fanatic makes two attacks.
Dagger: +4 to hit, 1d4 +2 piercing damage
Thrown Dagger: +4 to hit, 1d4 + 2 piercing damage. Range 20/60 ft.
Dark Devotion: A cultist has advantage on saving throws against being charmed or frightened.
Scimitar: +3 to hit, 1d6 + 1 slashing damage
Club: +2 to hit, 1d4 bludgeoning damage
Dagger: +2 to hit, 1d4 piercing damage
Pitchfork: +2 to hit, 1d4 piercing damage, 10-ft. Reach
Torch: +2 to hit, 1d4 fire damage
Pike: +3 to hit, 1d10 +1 Piercing damage, 10-ft. Reach