This skittering creature resembles a small, leafless, walking plant. Twig blights hide by rooting themselves among ordinary plants.
Damage Vulnerabilities. fire.
False Appearance. The blight resembles a dead 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.
Multiattack. The grell makes two attacks: one with its tentacles and one with its beak.
Tentacles. Melee Weapon Attack: +4 to hit, reach 10ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The poisoned target is paralyzed, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success. The target is also grappled (escape DC 15). If the target is
Medium or smaller, it is also restrained until this grapple ends. While grappling the target, the grell has advantage on attack rolls against it and can 't use this attack against other targets. When the grell moves, any Medium or smaller target it is grappling moves with it.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft. , one creature. Hit: 7 (2d4 + 2) piercing damage.
Limited Telepathy. The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.,
Multiattack. The otyugh makes three attacks: one with its bite and two with its tentacles.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit:12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.
Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit:7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.
Tentacle Slam. The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Strength saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6- 1) piercing damage.
Eye Rays. The spectator shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn.
1. Confusion Ray. The target must succeed on a DC 13 Wisdom saving throw, or it can't take reactions until the end of its next turn. On its turn, the target can't move, and it uses its action to make a melee or ranged attack agaiAst a randomly determined creature within range. If the target can't attack, it does nothing on its turn.
2. Paralyzing Ray. The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. Fear Ray. The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success.
4. Wounding Ray. The target must make a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one.
Create Food and Water. The spectator magically creates enough food and water to sustain itself for 24 hours.
Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.
Damage Vulnerabilities: bludgeoning
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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.
Amphibious: The chuul can breathe air and water
Sense Magic: The chuul senses magic within 120 ft of it at will. This trait otherwise works like the detect magic spell but isn't itself magical
Multiattack: The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once
Pincer: Melee Weapon Attack: +6 to hit, reach 10 ft, one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled
Tentacles: One creature grappled by the chuul 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 effect on itself on a success
ACTIONS
Bite: Melee Weapon Attack: +1 to hit, reach 5 ft, one target. Hit: 2 (1d6- 1) piercing damage
Eye Rays: The spectator shoots up to two of the following magical eye rays at one or two creatures it can see within 90 ft of it. It can use each ray only once on a turn:
(1) Confusion Ray: The target must succeed on a DC 13 Wisdom saving throw, or it can't take reactions until the end of its next turn. On its turn, the target can't move, and it uses its action to make a melee or ranged attack agaiast a randomly determined creature within range. If the target can't attack, it does nothing on its turn
(2) Paralyzing Ray: The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
(3) Fear Ray: The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success
(4) Wounding Ray: The target must make a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one
Create Food and Water: The spectator magically creates enough food and water to sustain itself for 24 hours
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REACTIONS
Spell Reflection: If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose another creature (including the spellcaster) it can see within 30 ft of it. The spell targets the chosen creature instead of the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature
Nothics were once wizards who dared to unlock magical secrets they couldn't fathom. Thought gifted with strange cosmic insight that allows them to extract knowledge from other creatures, nothics are no longer the wizards they once were and have no memories of theis previous lives.
Keen Sight. The nothic has advantage on Wisdom (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 (1d6 + 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.
Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.,
Multiattack. The wight makes two longsword attacks or
two longbow attacks. It can use its Life Drain in place of one longsword attack.
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. 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. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft.,,
Damage Vulnerabilities: bludgeoning
Charge. If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.,,
Greataxe. Melee Weapon Attack: +6 to hi t, reach 5 ft., one
target. Hit: 17 (2d12 + 4) slashing damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Goofus
Fiendish Blessing. The AC of the cambion includes its Charisma bonus.
Innate Spellcasting. The cambion??s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells requiring no material components:
3/day each: alter self command detect magic
1/day: plane shift (self only),
Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice.
Spear. Melee or Ranged Weapon Attack: +7 to hit reach 5 ft. or range 20/60 ft. one target.
Hit: 7 (1d6 + 4) piercing damage or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack plus 3 (1d6) fire damage.
Fire Ray. Ranged Spell Attack: +7 to hit range 120 ft. one target.
Hit: 10 (3d6) fire damage.
Fiendish Charm. One humanoid the cambion can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion??s spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion the target can repeat the saving throw ending the effect on itself on a success. If a target??s saving throw is successful or if the effect ends for it the creature is immune to the cambion??s Fiendish Charm for the next 24 hours.
Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster??s spell save DC or fall unconscious for 1 minute.
False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.
Multiattack. The armor makes two melee attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Ochre jellies stalk and consume organic creatures, and they have enought bestial cunning to avoid large groups.
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.
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.