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Acolyte Medium humanoid (any race), any alignment 1/4 50 xp

  • Armor class 10
  • Hit points 9 (2d8)
  • Speed 30 ft.
  • STR10 (0)
  • DEX10 (0)
  • CON10 (0)
  • INT10 (0)
  • WIS14 (+2)
  • CHA11 (0)

Skills:Medicine +4, Religion +2

Senses:passive Perception 10

Languages:any one language (usually Common)

Challenge:1/4 (50 xp)

Spellcasting. The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:
* Cantrips (at will): light, sacred flame, thaumaturgy
* 1st level (3 slots): bless, cure wounds, sanctuary.

Actions

Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.

Bandit Captain Medium humanoid (human), neutral evil 2 450 xp

  • Armor class 15 (studded leather)
  • Hit points 65 (10d8 + 20)
  • Speed 30 ft.
  • STR15 (+2)
  • DEX16 (+3)
  • CON14 (+2)
  • INT14 (+2)
  • WIS11 (0)
  • CHA14 (+2)

Save Throws:Str +4, Dex +5, Wis +2

Skills:Athletics +4, Deception +4

Senses:passive Perception 10

Languages:any two languages

Challenge:2 (450 xp)

Actions

Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

REACTIONS
Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

Aquatic Troll Large Giant, chaotic evil 5 1,800 xp

  • Armor class 15 (natural armor)
  • Hit points 84 (8d10+40)
  • Speed 30ft., swim 30ft.
  • STR18 (+4)
  • DEX13 (+1)
  • CON20 (+5)
  • INT7 (-2)
  • WIS9 (-1)
  • CHA7 (-2)

Skills:Perception +1

Senses:darkvision 60ft., passive Perception 11

Languages:Giant

Challenge:5 (1,800 xp)

Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.

Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.

Amphibious. Can breath water or air.

Actions

Multiattack. The troll makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Bandit Medium humanoid (human), neutral evil 1/8 25 xp

  • Armor class 12 (leather armor)
  • Hit points 11 (2d8+2)
  • Speed 30 ft.
  • STR11 (0)
  • DEX12 (+1)
  • CON12 (+1)
  • INT10 (0)
  • WIS10 (0)
  • CHA10 (0)

Senses:passive Perception 10

Languages:any one language (usually Common)

Challenge:1/8 (25 xp)

Actions

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:4 (1d6 + 1) slashing damage.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Beholder's Eyes Rays , 13 10,000 xp

  • Armor class
  • Hit points
  • Speed
  • STR10 (0)
  • DEX14 (+2)
  • CON18 (+4)
  • INT17 (+3)
  • WIS15 (+2)
  • CHA17 (+3)

Languages:

Challenge:13 (10,000 xp)

(1) Charm Ray: The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature

(2) Paralyzing Ray: The targeted creature must succeed on a DC 16 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 targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened 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

(4) Slowing Ray: The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not bofh. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success

(5) Enervation Ray: The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one

Actions

(6) Telekinetic Ray: If the target is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 ft in any direction. It is restrained by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 ft in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container

(7) Sleep Ray: The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead

(8) Petrification Ray: The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure , the creature is petrified until freed by the greater restoration spell or other magic

(9) Disintegration Ray: If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller non magical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it

(10) Death Ray: The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points

Beholder Large aberration, lawful evil 13 10,000 xp

  • Armor class 18 (natural armor)
  • Hit points 180 (19d10 + 76)
  • Speed 0 ft, fly 20 (hover)
  • STR10 (0)
  • DEX14 (+2)
  • CON18 (+4)
  • INT17 (+3)
  • WIS15 (+2)
  • CHA17 (+3)

Save Throws:lnt +8, Wis +7, Cha +8

Skills:Perception +12

Condition Immunities:prone

Senses:darkvision 120 ft, passive Perception 22

Languages:Deep Speech, Undercommon

Challenge:13 (10,000 xp)

Antimagic Cone: The beholder's central eye creates an area of antimagic, as in the anti magic field spell, in a 150-foot cone. At the start of each of its turns , the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder's own eye rays

Actions

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 14 (4d6) piercing damage

Eye Rays: The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 ft of it

Legendary Actions

The beholder can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature's turn . The beholder regains spent legendary actions at the start of its turn

Eye Ray: The beholder uses one random eye ray

Black Pudding large ooze, unaligned 4 1,100 xp

  • Armor class 7
  • Hit points 85 (10d10 + 30)
  • Speed 20 ft, climb 20 ft
  • STR16 (+3)
  • DEX5 (-3)
  • CON16 (+3)
  • INT1 (-5)
  • WIS6 (-2)
  • CHA1 (-5)

Damage Immunities:acid, cold, lightning, slashing

Condition Immunities:blinded, charmed, deafened, exhaustion, frightened, prone

Senses:blindsight 60 ft (blind beyond this radius), passive Perception 8

Languages:--

Challenge:4 (1,100 xp)

Amorphous: The pudding can move through a space as narrow as 1 inch wide without squeezing

Corrosive Form: A creature that touches the pudding or hits it with a melee attack while within 5 ft of it takes 4 (1 d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls
If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage
The pudding can eat through 2-inch-thick, non magical wood or metal in 1 round

Spider Climb: The pudding can climb difficult surfaces,
including upside down on ceilings, without needing to make an ability check

Actions

Pseudopod: Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, non magical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10

REACTIONS
Split. When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down . New puddings are one size smaller than the original pudding

Bone Devil Large fiend (demon), lawful evil 9 5,000 xp

  • Armor class 19 (natural armor)
  • Hit points 142 (15d10 + 60)
  • Speed 40ft, fly 40 ft
  • STR18 (+4)
  • DEX16 (+3)
  • CON18 (+4)
  • INT13 (+1)
  • WIS14 (+2)
  • CHA16 (+3)

Save Throws:Int +5, Wis +6, Cha +7

Skills:Deception +7, Insight +6

Damage Resistances:cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered

Damage Immunities:fire, poison

Condition Immunities:poisoned

Senses:darkvision 120 ft, passive Perception 12

Languages:Infernal, telepathy 120 ft

Challenge:9 (5,000 xp)

Devil's Sight: Magical darkness doesn't impede the devil's darkvision

Magic Resistance: The devil has advantage on saving throws against spells and other magical effects

Actions

Multiattack: The devil makes three attacks: two with its claws and one with its sting

Claw: Melee Weapon Attack: +8 to hit, reach 10 ft, one target. Hit: 8 (1d8 + 4) slashing damage

Sting: Melee Weapon Attack: +8 to hit, reach 10 ft, one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned 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

Carrion Crawler Large monstrosity, unaligned 2 450 xp

  • Armor class 13 (natural armor)
  • Hit points 51 (6d10 + 18)
  • Speed 30 ft, climb 30 ft
  • STR14 (+2)
  • DEX13 (+1)
  • CON16 (+3)
  • INT1 (-5)
  • WIS12 (+1)
  • CHA5 (-3)

Skills:Perception +3

Senses:darkvision 60 ft, passive Perception 13

Languages:--

Challenge:2 (450 xp)

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

Actions

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 (1 d4 + 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

Chasme Large fiend (demon), chaotic evil 6 2,300 xp

  • Armor class 15 (natural armor)
  • Hit points 84 (13d10 + 13)
  • Speed 20 ft, fly 60 ft
  • STR15 (+2)
  • DEX15 (+2)
  • CON12 (+1)
  • INT11 (0)
  • WIS14 (+2)
  • CHA10 (0)

Save Throws:Dex +5, Wis +4, Cha +25

Skills:Perception +5

Damage Resistances:cold, fire, lightning

Damage Immunities:poison

Condition Immunities:poisoned

Senses:blindsight 10 ft,darkvision 120 ft, passive percept 15

Languages:Abyssal, telepathy 120 ft

Challenge:6 (2,300 xp)

Drone (demons immune): The chasme produces a horrid sound. Any creature that starts its turn with in 30 ft of it must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. A creature that can't hear the drone automatically succeeds on the save. The unconscious effect ends if the affected takes damage or if another creature takes an action to splash it with holy water. If a creature's saving throw is successful or the effect ends for it, it is immune to the drone for the next 24 hours

Magic Resistance: The chasme has advantage on saving throws against spells and other magical effects

Spider Climb: The chasme can climb difficult surfaces even upside down on ceilings, without needing to make an ability check

Actions

Proboscis: Melee Weapon Attack: +5 to hit, reach 5 ft, one creature. Hit: 16 (4d6 + 2) piercing damage plus 24 (7d6) necrotic damage, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature's hit point maximum to 0, the creature dies. This reduction to a creature's hit point maximum lasts unti l the creature finishes a long rest or until it is affected by a spell like greater restoration

Chuul Large aberration, chaotic evil 4 1,100 xp

  • Armor class 16 (natural armor)
  • Hit points 93 (11d10 + 33)
  • Speed 30 ft, swim 30 ft
  • STR19 (+4)
  • DEX10 (0)
  • CON16 (+3)
  • INT5 (-3)
  • WIS11 (0)
  • CHA5 (-3)

Skills:Perception +4

Damage Immunities:poison

Condition Immunities:poisoned

Senses:darkvision 60 ft, passive Perception 14

Languages:understands Deep Speech but can't speak

Challenge:4 (1,100 xp)

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

Actions

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

Cloaker Large aberration, chaotic neutral 8 3,900 xp

  • Armor class 14 (natural armor)
  • Hit points 78 (12d10 + 12)
  • Speed 10 ft, fly 40 ft
  • STR17 (+3)
  • DEX15 (+2)
  • CON12 (+1)
  • INT13 (+1)
  • WIS12 (+1)
  • CHA14 (+2)

Save Throws:Stealth +5

Senses:darkvision 60 ft, passive Perception 11

Languages:Deep Speech, Undercommon

Challenge:8 (3,900 xp)

Damage Transfer: While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half

False Appearance: While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak

Light Sensitivity: While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight

Actions

Multiattack: The cloaker makes two attacks: one with its bite and one with its tail

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft, one creature. Hit: 10 (2d6 + 3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. lf the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this
attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 ft of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check

Tail: Melee Weapon Attack: +6 to hit, reach 10 ft, one creature. Hit: 7 (1d8 + 3) slashing damage

Moan: Each creature within 60 ft of the cloaker that can
hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours

Phantasms (Recharges after a Short or Long Rest): The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear. Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight. A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears

Cockatrice small monstrosity, unaligned 1/2 100 xp

  • Armor class 11
  • Hit points 27 (6d6 +6)
  • Speed 20 ft, fly 40 ft
  • STR6 (-2)
  • DEX12 (+1)
  • CON12 (+1)
  • INT2 (-4)
  • WIS13 (+1)
  • CHA5 (-3)

Senses:darkvision 60 ft, passive Perception 11

Languages:--

Challenge:1/2 (100 xp)

Actions

Bite: Melee Weapon Attack: +3 to hit, reach 5 ft, one creature. Hit: 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified . On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure , the creature is petrified for 24 hours

Darkmantle Small monstrosity, unaligned 1/2 100 xp

  • Armor class 11
  • Hit points 22 (5d6 + 5)
  • Speed 10 ft, fly 30 ft
  • STR16 (+3)
  • DEX12 (+1)
  • CON13 (+1)
  • INT2 (-4)
  • WIS10 (0)
  • CHA5 (-3)

Skills:Stealth +3

Senses:blindsight 60 ft, passive Perception 10

Languages:--

Challenge:1/2 (100 xp)

Echolocation: The darkmantle can't use its blindsight while deafened

False Appearance: While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite

Actions

Crush: Melee Weapon Attack: +5 to hit, reach 5 ft, one creature. Hit: 6 (1d6 + 3) bludgeoning damage, and the dark mantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way. While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target. A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the dark mantle can detach itselffrom the target by using 5 ft of movement

Darkness Aura (1/Day): A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the dark mantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can't penetrate this darkness , and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled

Death Dog Medium monstrosity, neutral evil 1 200 xp

  • Armor class 12
  • Hit points 39 (6d8 + 12)
  • Speed 40 ft
  • STR15 (+2)
  • DEX14 (+2)
  • CON14 (+2)
  • INT3 (-4)
  • WIS13 (+1)
  • CHA6 (-2)

Skills:Perception +5, Stealth +4

Senses:darkvision 120 ft, passive Percepcion 15

Languages:--

Challenge:1 (200 xp)

Two-Headed: The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious

Actions

Multiattack: The dog makes two bite attacks

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft, one target.
Hit: 5 (1 d6 + 2) piercing damage. lf the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0

Derro Savant Small humanoid (derro), chaotic evil 3 700 xp

  • Armor class 13 (leather Armor)
  • Hit points 49 (11d6+11)
  • Speed 30ft.
  • STR9 (-1)
  • DEX14 (+2)
  • CON12 (+1)
  • INT11 (0)
  • WIS5 (-3)
  • CHA14 (+2)

Skills:Stealth +4

Senses:darkvision 120 ft., passive Perception 7

Languages:Dwarvish, Undercommon

Challenge:3 (700 xp)

Spellcasting: The derro is a 5th-level spellcaster. It's spellcasting ability is Charisma (save DC 12, +4 to hit with spell attacks).

The derro knows the following sorcerer spells:
* Cantrips (at will): acid splash, light, mage hand, message, ray of frost
* 1st level (4 slots): burning hands, chromatic orb, sleep
* 2nd level (3 slots): invisibility, spider climb
* 3rd level (2 slots): blink, lightning bolt

Insanity. The derro has advantage on saving throws against being charmed or frightened.

Magic Resistance. The derro has advantage on saving throws against spells and other magical effects.

Sunlight Sensitivity. While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Hooked Shortspear. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) piercing damage. If the target is a creature, the derro can choose to deal no damage and try to trip the target instead, in which case the target must succeed on a DC 9 Strength saving throw or fall prone.

Light Repeating Crossbow. Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 6 (1d8+2) piercing damage.

Derro Small Humanoid (derro), chaotic evil 1/4 50 xp

  • Armor class 13 (leather armor)
  • Hit points 13 (3d6+3)
  • Speed 30 ft.
  • STR9 (-1)
  • DEX14 (+2)
  • CON12 (+1)
  • INT11 (0)
  • WIS5 (-3)
  • CHA9 (-1)

Skills:Stealth +4

Senses:darkvision 120 ft. passive Perception 7

Languages:Dwarvish, Undercommon

Challenge:1/4 (50 xp)

The derro are degenerate Underdark humanoids that resemble small dwarves. Cruel and insane, they take a delight in tormenting others--even their own kind. Derro have blue-gray skin and straight hair that is white or yellow in color. Their uniformly pale white eyes lack both irises and pupils.

Insanity. The derro has advantage on saving throws against being charmed or frightened.

Magic Resistance. The terror has advantage on saving throws against spells and other magical effects.

Sunlight Sensitivity. While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Hooked Shortspeak. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit 1 (1d4-1) piercing damage. if the target is a creature, the derro can choose to deal no damage and try to trip the target instead, in which case the target must succeed on a DC 9 Strength saving throw or fall prone.

Light Repeating Crossbow. Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit (1d8+2) piercing damage.

Doppelganger Medium monstrosity (shapechanger), neutral 3 700 xp

  • Armor class 14
  • Hit points 52 (8d8 + 16)
  • Speed 30 ft
  • STR11 (0)
  • DEX18 (+4)
  • CON14 (+2)
  • INT11 (0)
  • WIS12 (+1)
  • CHA14 (+2)

Skills:Deception +6, Insight +3

Condition Immunities:charmed

Senses:darkvision 60 ft, passive Perception 11

Languages:Common

Challenge:3 (700 xp)

Shapechanger: The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies

Ambusher: The doppelganger has advantage on attack rolls against any creature it has surprised

Surprise Attack: If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack

Actions

Multiattack: The doppelganger makes two melee attacks

Slam: Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit:7 (1d6 + 4) bludgeoning damage

Read Thoughts: The doppelganger magically reads the surface thoughts of one creature within 60 ft of it. The effect can penetrate barriers, but 3 ft of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target

Drider Large monstrosity, Chaotic evil 6 2,300 xp

  • Armor class 19 (natural armor)
  • Hit points 123 (13d10 + 52)
  • Speed 30 ft., climb 30 ft
  • STR16 (+3)
  • DEX16 (+3)
  • CON18 (+4)
  • INT13 (+1)
  • WIS14 (+2)
  • CHA12 (+1)

Skills:Perception +5, Stealth +9

Senses:darkvision 120 ft, passive Perception 15

Languages:Elvish, Undercommon

Challenge:6 (2,300 xp)

Fey Ancestry: The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep

Innate Spellcasting: The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells , requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire

Spider Climb: The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check

Sunlight Sensitivity: While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight

Web Walker: The drider ignores movement restrictions caused by webbing

Actions

Multiattack: The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft, one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage

Longsword: Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1dl0 + 3) slashing damage if used with two hands

Longbow: Ranged Weapon Attack: +6 to hit, range 120/600 ft, one target. Hit: 7 (l d8 + 3) piercing damage plus 4 (1 d8) poison damage

Droki Small humanoid (derro), chaotic evil 2 450 xp

  • Armor class 15 (studded leather)
  • Hit points 31 (7d6+7)
  • Speed 30 ft., (60 ft. with boots of speed)
  • STR11 (0)
  • DEX16 (+3)
  • CON13 (+1)
  • INT10 (0)
  • WIS5 (-3)
  • CHA16 (+3)

Skills:Stealth +5

Senses:darkvision 120 ft., passive perception 7

Languages:Dwarvish, Undercommon

Challenge:2 (450 xp)

Special Equipment. Droki wears boots of speed.

Insanity. Droki has advantage on saving throws against being charmed or frightened.

Innate Spellcasting. Droki's innate spell casting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components:
At will: minor illusion
1/day each: darkness, fear, shatter

Magic Resistance. Droki has adv on saving throws vs spells and other magical effects

Sunlight Sensitivity. While in sunlight Droki has disadv on attack rolls, and (Perception) checks that rely on sight.

Actions

Multi-attack. Droki makes two attacks with his shortsword.

Sneak Attack 1/Turn. Droki deals an extra (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Droki that isn't incapacitated and Droki doesn't have disadvantage on the attack roll.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: (1d6+3) piercing damage. The sword is coated with serpent venom that wears off after the first hit. A target subjected to the venom must make a DC 11 Con saving throw, taking (3d6) poison damage on a failed save, or half as much damage on a successful one.

REACTIONS
Parry. Droki adds 3 to his AC against one melee attack that would hit him. To do so. Droki must see the attacker and be wielding a melee weapon.

Drow Elite Warrior Medium humanoid (drow), neutral evil 5 1,800 xp

  • Armor class 18 (studded leather, shield)
  • Hit points 71
  • Speed 30 ft
  • STR13 (+1)
  • DEX18 (+4)
  • CON14 (+2)
  • INT11 (0)
  • WIS13 (+1)
  • CHA12 (+1)

Save Throws:Dex +7, Con +5, Wis +4

Skills:Percept +4, Stealth +10

Senses:darkvision 120 ft, passive Perception 14

Languages:Elvish, Undercommon

Challenge:5 (1,800 xp)

Fey Ancestry: The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep

Innate Spellcasting: The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:

At will: dancing lights
1/day each: darkness ,faerie fire, levitate (self only)

Sunlight Sensitivity: While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight

Actions

Multiattack: The drow makes two shortsword attacks

Shortsword: Melee Weapon Attack: +7 to hit, reach 10 ft, one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage

Hand Crossbow: Ranged Weapon Attack: +7 to hit, range 30/120 ft, one target. Hit: 7 (ld6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

REACTIONS
Parry: The drow adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon

Drow Mage Medium humanoid (drow), neutral evil 7 2,900 xp

  • Armor class 12 (15 with mage armor)
  • Hit points 45 (10d8)
  • Speed 30 ft
  • STR9 (-1)
  • DEX14 (+2)
  • CON10 (0)
  • INT17 (+3)
  • WIS13 (+1)
  • CHA12 (+1)

Skills:Arcana +6, Deception +5, Perception +4, Stealth +5

Senses:darkvision 120 ft, passive Perception 14

Languages:Elvish, Undercommon

Challenge:7 (2,900 xp)

Fey Ancestry: The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep

Innate Spellcasting: The drow's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness ,faerie fire, levitate (self only)

Sunlight Sensitivity: While in sunlight, the drow has
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight

Actions

Spellcasting: The drow is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The drow has the following wizard spells prepared:

• Cantrips (at will): mage hand, minor illusion, poison spray, ray of frost
1st level (4 slots): mage armor, magic missile, shield, witch bolt
2nd level (3 slots): alter self, misty step, web
3rd level (3 slots): fly, lightning bolt
4th level (3 slots): Evard's black tentacles, greater invisibility
5th level (2 slots): cloudkill

Staff: Melee Weapon Attack: +2 to hit, reach 5 ft, one
target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8- 1) bludgeoning damage if used with two hands, plus 3 (1d6) poison damage

Summon Demon (1/Day): The drow magically summons a quasit, or attempts to summon a shadow demon with a 50 percent chance of success. The summoned demon appears in an unoccupied space within 60 ft of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action

Ilvara, Priestess of Lolth Medium humanoid (drow), neutral evil 8 3,900 xp

  • Armor class 16 (scale mail)
  • Hit points 71 (13d8 + 13)
  • Speed 30 ft
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 13 (+1)
  • WIS 17 (+3)
  • CHA 18 (+4)

Save Throws: Con +4, Wis +6, Cha +7

Skills: Insight +6, Perception +6, Religion +4, Stealth +5

Senses: darkvision 120 ft, passive Perception 16

Languages: Elvish, Undercommon

Challenge: 8 (3,900 xp)

Fey Ancestry: The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep

Innate Spellcasting: The drow's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness ,faerie fire, levitate (self only)

Sunlight Sensitivity: While in sunlight, the drow has
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight

Actions

Spellcasting: The drow is a 10th-level spellcaster. Her spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks) . The drow has the following cleric spells prepared:

Cantrips (at will): guidance, poison spray, resistance, spare the dying, thaumaturgy
1st level (4 slots): animal friendship, cure wounds, detect poison and disease, ray of sickness
2nd level (3 slots): lesser restoratlon, protection from poison, web
3rd level (3 slots): conjure animals (2 giant spiders), dispel magic
4th level (3 slots): divination, freedom of movement
5th level (2 slots): insect plague, mass cure wounds.

Multiattack: The drow makes two scourge attacks.

Scourge: Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 5 (1d6 + 2) piercing damage plus 17 (5d6) poison damage.

Summon Demon (1/Day): The drow attempts to magically summon a yochlol with a 30 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 ft of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.

Asha, Priestess of Lolth Medium humanoid (drow), neutral evil 2 450 xp

  • Armor class 14 (chain shirt)
  • Hit points 27 (5d8+5)
  • Speed 25 ft.
  • STR 10 (0)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 13 (+1)
  • WIS 16 (+3)
  • CHA 14 (+2)

Skills: Medicine +7, Persuasion +4, Religion +4

Senses: darkvision 120ft. passive Perception 13

Languages: Drowish, Undercommon

Challenge: 2 (450 xp)

Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.

Innate Spellcasting. The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire

Sunlight Sensitivity. While in sunlight, the drow has
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.

Actions

Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.

Spellcasting. The drow is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The drow has the following cleric spells prepared:
Cantrips (at will): toll the dead, spare the dying, 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.

Drow Medium humanoid (drow), Neutral evil 1/4 50 xp

  • Armor class 15 (chain shirt)
  • Hit points 13 (3d8)
  • Speed 30 ft
  • STR10 (0)
  • DEX14 (+2)
  • CON10 (0)
  • INT11 (0)
  • WIS11 (0)
  • CHA12 (+1)

Skills:Perception +2, Stealth +4

Senses:darkvision 120 ft, passive Perception 12

Languages:Elvish, Undercommon

Challenge:1/4 (50 xp)

Fey Ancestry: The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep

Innate Spellcasting: The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness,faerie fire

Sunlight Sensitivity: While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight

Actions

Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 5 (1d6 + 2) piercing damage

Hand Crossbow: Ranged Weapon Attack: +4 to hit, range 30/120 ft, one target. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake

Duegar Medium humanoid (dwarf), Lawful evil 1 200 xp

  • Armor class 16 (scale mail, shield)
  • Hit points 26 (4d8 + 8)
  • Speed 25 ft
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Damage Resistances:poison

Senses:darkvision 120 ft, passive Perception 10

Languages:Dwarvish, Undercommon

Challenge:1 (200 xp)

Duergar Resilience: The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed

Sunlight Sensitivity: While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight

Actions

Enlarge (Recharges after a Short or Long Rest): For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the
room to become Large, it attains the maximum size possible in the space available

War Pick: Melee Weapon Attack: +4 to hit, reach 5 ft, one
target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged

Javelin: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft, one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged

Invisibility (Recharges after a Short or Long Rest): The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it

Duergar Darkhaft medium humanoid (dwarf), lawful evil 2 450 xp

  • Armor class 16 (scale mail, shield)
  • Hit points 26 (4d8+8)
  • Speed 25 ft.
  • STR14 (+2)
  • DEX11 (0)
  • CON14 (+2)
  • INT11 (0)
  • WIS10 (0)
  • CHA9 (-1)

Damage Resistances:poison

Senses:darkvision 120, passive perception 10

Languages:Dwarvish, Undercommon

Challenge:2 (450 xp)

Duergar Resilience. The duergar has advantage on saving
throws against poison spells and illusions as well as to resist being charmed or paralyzed.

Sunlight Sensitivity. While in sunlight the duergar has disadvantage on attack rolls as well as on Wisdom (Perception) checks that rely on sight.

Innate Spellcasting (Psionics). The darkhaft's innate spellcasting ability is Intelligence (spell save DC 10) it can innately cast the following spells, requiring no components:
• At will: friends, mage hand
• 1/day each: disguise self, sleep.

Actions

War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.

Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.

Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it .

Duergar Kavalrachni medium humanoid (dwarf), lawful evil 2 450 xp

  • Armor class 16 (scale mail, shield)
  • Hit points 26 (4d8+8)
  • Speed 25 ft.
  • STR14 (+2)
  • DEX11 (0)
  • CON14 (+2)
  • INT11 (0)
  • WIS10 (0)
  • CHA9 (-1)

Damage Resistances:poison

Senses:darkvision 120, passive perception 10

Languages:Dwarvish, Undercommon

Challenge:2 (450 xp)

Mounted. The vicious kavalrachni are the duergar cavalry of Gracklstugh, riding giant tarantualas known as steeders (see the female steeder stat block)

Cavalry Training. When the duergar hits a target with a melee attack while mounted on a female steeder, the steeder can make a melee attack agains the same target as a reaction.

Duergar Resilience. The duergar has advantage on saving
throws against poison spells and illusions as well as to resist being charmed or paralyzed.

Sunlight Sensitivity. While in sunlight the duergar has disadvantage on attack rolls as well as on Wisdom (Perception) checks that rely on sight.

Actions

War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.

Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it .

Duergar Keeper of the Flame medium humanoid (dwarf), lawful evil 2 450 xp

  • Armor class 16 (scale mail, shield)
  • Hit points 26 (4d8+8)
  • Speed 25 ft.
  • STR14 (+2)
  • DEX11 (0)
  • CON14 (+2)
  • INT11 (0)
  • WIS10 (0)
  • CHA9 (-1)

Damage Resistances:poison

Senses:darkvision 120, passive perception 10

Languages:Dwarvish, Undercommon

Challenge:2 (450 xp)

Duergar Resilience. The duergar has advantage on saving throws against poison spells and illusions as well as to resist being charmed or paralyzed.

Sunlight Sensitivity. While in sunlight the duergar has disadvantage on attack rolls as well as on Wisdom (Perception) checks that rely on sight.

Innate Spellcasting (Psionics). The Keeper of the Flame's innate spellcasting ability is Wisdom (spell save DC 12.)
• At will: friends, message
• 1/day: command

Spellcasting.The Keeper of the Flame is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks).

The Keeper of the Flame has the following cleric spells prepared:
• Cantrips (at will): guidance, mending, sacred flame
• 1st level (4 slots): bane, inflict wounds, shield of faith
• 2nd level (2 slots): enhance ability, spiritual weapon

Actions

War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.

Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.

Duergar Soulblade medium humanoid (dwarf), lawful evil 1 200 xp

  • Armor class 14 (Leather Armor)
  • Hit points 18 (4d8+8)
  • Speed 25 ft.
  • STR11 (0)
  • DEX16 (+3)
  • CON10 (0)
  • INT11 (0)
  • WIS10 (0)
  • CHA12 (+1)

Damage Resistances:poison

Senses:darkvision 120, passive perception 10

Languages:Dwarvish, Undercommon

Challenge:1 (200 xp)

Duergar Resilience. The duergar has advantage on saving throws against poison spells and illusions as well as to resist being charmed or paralyzed.

Sunlight Sensitivity. While in sunlight the duergar has disadvantage on attack rolls as well as on Wisdom (Perception) checks that rely on sight.

Innate Spellcasting (Psionics). The duergar's innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no components:
• At will: blade ward, true strike
• 1/day each: jump, hunter's mark.

Create Soulblade. The duergar creates a visible, shortword-sized blade of psionic energy. The weapon appears int he duergar's hand and vanishes if it leaves the duergar's grip, or if the duergar dies or is incapacitated.

Actions

Soulblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) force damage, or 10 (2d6 + 3) force damage while enlarged. If the soulblade has advantage on the attack roll, the attack deals an extra 3 (1d6) force damage.

Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.

Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.

Duergar Stone Guard medium humanoid (dwarf), lawful evil 2 450 xp

  • Armor class 18 (chain mail, shield)
  • Hit points 39 (6d8+12)
  • Speed 25 ft.
  • STR18 (+4)
  • DEX11 (0)
  • CON14 (+2)
  • INT11 (0)
  • WIS10 (0)
  • CHA9 (-1)

Damage Resistances:poison

Senses:darkvision 120, passive perception 10

Languages:Dwarvish, Undercommon

Challenge:2 (450 xp)

Duergar Resilience. The duergar has advantage on saving throws against poison spells and illusions as well as to resist being charmed or paralyzed.

Sunlight Sensitivity. While in sunlight the duergar has disadvantage on attack rolls as well as on Wisdom (Perception) checks that rely on sight.

Plalanx Formation. The duegar has advantage on attack rolls and Dexterity saving throws while standingwithin 5 feet of a duegar ally wieding a shield.

Actions

King's knife (Shortsword). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while enlarged.

Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while enlarged.

Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.

Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.

Duergar Xarrorn medium humanoid (dwarf), lawful evil 2 450 xp

  • Armor class 18 (Plate mail)
  • Hit points 26 (4d8+8)
  • Speed 25 ft.
  • STR16 (+3)
  • DEX11 (0)
  • CON14 (+2)
  • INT11 (0)
  • WIS10 (0)
  • CHA9 (-1)

Damage Resistances:poison

Senses:darkvision 120, passive perception 10

Languages:Dwarvish, Undercommon

Challenge:2 (450 xp)

Duergar Resilience. The duergar has advantage on saving throws against poison spells and illusions as well as to resist being charmed or paralyzed.

Sunlight Sensitivity. While in sunlight the duergar has disadvantage on attack rolls as well as on Wisdom (Perception) checks that rely on sight.

Actions

Fire Lance. Melee Weapon Attack: +5 to hit (with disadvantage if the target is within 5 feet of the duergar), reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage plus 3 (1d6) fire damage, or 16 (2d12 + 3) piercing damage plus 3 (1d6) fire damage while enlarged.

Fire Spray (Recharge 5-6). From its fire lance, the duergar shoots a 15-foot cone of fire or a one of fire 30 feet long and 5 feet wide. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.

Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.

Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.

Ettercap Medium monstrosity, neutral evil 2 450 xp

  • Armor class 13 (natural armor)
  • Hit points 44 (8d8 + 8)
  • Speed 30 ft, climb 30 ft
  • STR14 (+2)
  • DEX15 (+2)
  • CON13 (+1)
  • INT7 (-2)
  • WIS12 (+1)
  • CHA8 (-1)

Skills:Perception +3, Stealth +4, Survival +3

Senses:darkvision 60 ft, passive Perception 13

Languages:

Challenge:2 (450 xp)

Spider Climb: The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check

Web Sense: While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web

Web Walker: The ettercap ignores movement restrictions caused by webbing

Actions

Multiattack: The ettercap makes two attacks: one with its bite and one with its claws

Bite: Melee Weapon Attack:+4 to hit, reach 5 ft, one creature. Hit:6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success

Claws: Melee Weapon Attack:+4 to hit, reach 5 ft, one target. Hit:7 (2d4 + 2) slashing damage

Web (Recharge 5-6): Ranged Weapon Attack:+4 to hit, range 30/60 ft, one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, resistance to bludgeoning damage, and immunity to poison and psychic damage

Female Steeder large beast, unaligned 1 200 xp

  • Armor class 14 (natural armor)
  • Hit points 30 (4d10+8)
  • Speed 30 ft., climb 30ft.
  • STR15 (+2)
  • DEX16 (+3)
  • CON14 (+2)
  • INT2 (-4)
  • WIS10 (0)
  • CHA3 (-4)

Skills:Stealth +7

Senses:darkvision 120 ft., passive Perception 10

Languages:-

Challenge:1 (200 xp)

Duergar breed and train these Underdark-dwelling tarantulas. Male steeders as big as ponies and used by duergars as beasts of burden. The larger females are trained and used as mounts. Steeders don't spin webs. but they exude a sticky substance from their legs that lets them walk on walls as and ceilings without trouble. well as snare prey.

Spider Climb. The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Leap. The steeder can expend all its movement on iuts turn to jump up to 90 feet vertically or horizontally, provided that is speed is at least 30 feet.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (1d8 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking (2d8) acid damage on a failed save, or half as much damage on a successful one.

Sticky Legs (Recharges when the Steeder Has No Creatures Grappled. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: The target is stuck ot the steeder's leg and grappled until it escapes (escape DC 12)

Fomorian Huge giant, chaotic evil 8 3,900 xp

  • Armor class 14 (natural armor)
  • Hit points 149 (13d12 + 65)
  • Speed 30 ft
  • STR23 (+6)
  • DEX10 (0)
  • CON20 (+5)
  • INT9 (-1)
  • WIS14 (+2)
  • CHA6 (-2)

Skills:Perception +8, Stealth +3

Senses:darkvision 120 ft, passive Perception 18

Languages:Giant, Undercommon

Challenge:8 (3,900 xp)

Actions

Multiattack: The fomorian attacks twice with its greatclub or makes one greatclub attack and uses Evil Eye once

Greatclub: Melee Weapon Attack: +9 to hit, reach 15 ft, one target. Hit: 19 (3d8 + 6) bludgeoning damage

Evil Eye: The fomorian magically forces a creature it can see within 60 ft of it to make a DC 14 Charisma saving throw. The creature takes 27 (6d8) psychic damage on a failed save, or half as much damage on a successful one

Curse of the Evil Eye (Recharges after a Short or Long Rest): With a stare, the fomorian uses Evil Eye, but on a failed save, the creature is also cursed with magical deformities. While deformed, the creature has its speed halved and has disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity.
The transformed creature can repeat the saving throw
whenever it finishes a long rest, ending the effect on a success

Gelatinous Cube Large ooze, unaligned 2 450 xp

  • Armor class 6
  • Hit points 84 (8d10 + 40)
  • Speed 15 ft
  • STR14 (+2)
  • DEX3 (-4)
  • CON20 (+5)
  • INT1 (-5)
  • WIS6 (-2)
  • CHA1 (-5)

Condition Immunities:blinded, charmed, deafened, exhaustion, frightened, prone

Senses:blindsight 60 ft (blind beyond this radius), passive Perception 8

Languages:--

Challenge:2 (450 xp)

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 ft 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

Actions

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 ft 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 ft of the cube

Giant Fire Beetle small beast, unaligned 0 10 xp

  • Armor class 13 (natural armor)
  • Hit points 4 (1d6+1)
  • Speed 30 ft.
  • STR8 (-1)
  • DEX10 (0)
  • CON12 (+1)
  • INT1 (-5)
  • WIS7 (-2)
  • CHA3 (-4)

Senses:blindsight 30 ft., passive Perception 8

Languages:-

Challenge:0 (10 xp)

A giant fire beetle is a nocturnal creature that takes its name from a pair of glowing glands that give off light. Miners and adventurers prize these creatures for a giant fire beetle's glands continue to shed light for 1d6 days after the beetle dies. Giant fire beetles are most commonly found underground and in dark forests.

Illumination. The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Actions

Bite. Melee Weapon Attack: +1 to hit reach 5 ft. one target. Hit: 2 (1d6-1) slashing damage.

Giant Rocktopus Large Beast, unaligned 1 200 xp

  • Armor class 11
  • Hit points 52 (8d10+8)
  • Speed 20 ft., climb 10ft.
  • STR17 (+3)
  • DEX13 (+1)
  • CON13 (+1)
  • INT4 (-3)
  • WIS10 (0)
  • CHA4 (-3)

Skills:Perception +4, Stealth +5

Senses:darkvision 60 ft., passive Perception 14

Languages:-

Challenge:1 (200 xp)

Camouflage. The octopus has advantage on Dexterity (Stealth) checks.

Actions

Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained and the octopus can't use its tentacles on another target.

Giant Spider large beast, unaligned 1 200 xp

  • Armor class 14 (natural armor)
  • Hit points 26 (4d10+4)
  • Speed 30 ft, climb 30 ft
  • STR14 (+2)
  • DEX16 (+3)
  • CON12 (+1)
  • INT2 (-4)
  • WIS11 (0)
  • CHA4 (-3)

Skills:Stealth +7

Senses:blindsight 10 ft., darkvision 60 ft, passive Perception 10

Languages:

Challenge:1 (200 xp)

Spider Climb. The spider can climb difficult surfaces including upside down on ceilings without needing to make an ability check.

Web Sense. While in contact with a web the spider knows the exact location of any other creature in contact with the same web.

Web Walker.The spider ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +5 to hit reach 5 ft. one creature. Hit:7 (1d8 + 3) piercing damage and the target must make a DC 11 Constitution saving throw taking 9 (2d8) poison damage on a failed save or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points the target is stable but poisoned for 1 hour even after regaining hit points and is paralyzed while poisoned in this way.

Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit range 30/60 ft. one creature. Hit: the target is restrained by webbing. As an action the restrained target can make a DC 12 Strength check bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10, hp 5, vulnerability to fire damage immunity to bludgeoning poison and psychic damage).

Goblin Boss Small humanoid (goblinoid), neutral evil 1 200 xp

  • Armor class 17 (chain shirt, shield)
  • Hit points 21 (6d6)
  • Speed 30ft
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 8 (-1)
  • CHA 10 (0)

Skills: Stealth +6

Senses: darkvision 60ft., passive Perception 9

Languages: Common, Goblin

Challenge: 1 (200 xp)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Multiattack. The goblin makes two attacks with its scimitar. The second attack has disadvantage.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 5 (1d6+2) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, range 5ft. or range 30/120ft, one target. Hit: 5 (1d6+2) piercing damage.

REACTIONS
Redirect Attack. When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead.

Goblin Small humanoid (goblinoid), neutral evil 1/4 50 xp

  • Armor class 15 (leather armor, shield)
  • Hit points 7 (2d6)
  • Speed 30ft
  • STR8 (-1)
  • DEX14 (+2)
  • CON10 (0)
  • INT10 (0)
  • WIS8 (-1)
  • CHA8 (-1)

Skills:Stealth +6

Senses:darkvision 60ft., passive Perception 9

Languages:Common,Goblin

Challenge:1/4 (50 xp)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns

Actions

Scimitar. Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 5 (1d6+2) slashing damage.

Shortbow. Ranged Weapon Attack: +4 to hit,range 80/320ft, one target. Hit: 5 (1d6+2) piercing damage

Grell Medium aberration, neutral evil 3 700 xp

  • Armor class 12
  • Hit points 55 (10d8+10)
  • Speed 10 ft., fly 30 ft. (hover)
  • STR15 (+2)
  • DEX14 (+2)
  • CON13 (+1)
  • INT12 (+1)
  • WIS11 (0)
  • CHA9 (-1)

Skills:Perception +4, Stealth +6

Damage Immunities:lightning

Condition Immunities:blinded, prone

Senses:blindsight 60 ft. (blind beyond this radius), passive perception 14

Languages:Grell

Challenge:3 (700 xp)

Actions

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.

Grick Alpha Large monstrosity, neutral 7 2,900 xp

  • Armor class 18 (natural armor)
  • Hit points 75 (10d10 + 20)
  • Speed 30 ft, climb 30 ft
  • STR18 (+4)
  • DEX16 (+3)
  • CON15 (+2)
  • INT4 (-3)
  • WIS14 (+2)
  • CHA9 (-1)

Damage Resistances:bludgeoning, piercing, and slashing damage from non magical weapons

Senses:darkvision 60 ft, passive Perception 12

Languages:--

Challenge:7 (2,900 xp)

Stone Camouflage: The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain

Actions

Multiattack: The grick makes two attacks: one with its tail and one with its tentacles. If it hits with its tentacles, the grick can make one beak attack against the same target

Tail: Melee Weapon Attack: +7 to hit, reach 10 ft, one target. Hit: 11 (2d6 + 4) bludgeoning damage


Tentacles: Melee Weapon Attack: +7 to hit, reach 10 ft, one target. Hit: 22 (4d8 + 4) slashing damage

Beak: Melee Weapon Attack: +7 to hit, reach 10 ft, one target. Hit: 13 (2d8 + 4) percing damage

Grick medium monstrosity, neutral 2 450 xp

  • Armor class 14 (natural armor)
  • Hit points 27 (6d8)
  • Speed 30 ft, climb 30 ft
  • STR14 (+2)
  • DEX14 (+2)
  • CON11 (0)
  • INT3 (-4)
  • WIS14 (+2)
  • CHA5 (-3)

Damage Resistances:bludgeoning, piercing, and slashing damage from non magical weapons

Senses:darkvision 60 ft, passive Perception 12

Languages:--

Challenge:2 (450 xp)

Stone Camouflage: The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain

Actions

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 (1d6 + 2) percing damage

Grimlock Medium humanoid (grimlock), neutral evil 1/4 50 xp

  • Armor class 11
  • Hit points 11 (2d8 + 2)
  • Speed 30 ft
  • STR16 (+3)
  • DEX12 (+1)
  • CON12 (+1)
  • INT9 (-1)
  • WIS8 (-1)
  • CHA6 (-2)

Skills:Athletics +5, Perception +3, Stealth +3

Condition Immunities:blinded

Senses:blindsight 30 ft or 10 ft while deafened (blind beyond this radius), passive Perception 13

Languages:Undercommon

Challenge:1/4 (50 xp)

Blind Senses: The grimlock can't use its blindsight while deafened and unable to smell

Keen Hearing and Smell: The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell

Stone Camouflage: The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain

Actions

Spiked Bone Club: Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) piercing damage

Hell Hound medium fiend, lawful evil 3 700 xp

  • Armor class 15 (natural armor)
  • Hit points 45 (7d8 + 14)
  • Speed 50 ft
  • STR17 (+3)
  • DEX12 (+1)
  • CON14 (+2)
  • INT6 (-2)
  • WIS13 (+1)
  • CHA6 (-2)

Skills:Perception +5

Damage Immunities:fire

Senses:darkvision 60 ft, passive Perception 15

Languages:understands Infernal but can't speak it

Challenge:3 (700 xp)

Keen Hearing and Smell: The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell

Pack Tactics: The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 ft of the creature and the ally isn't incapacitated

Actions

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage

Fire Breath (Recharge 5-6): The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one

Hook Horror Large monstrosity, neutral 3 700 xp

  • Armor class 15 (natural)
  • Hit points 75 (10d10 + 20)
  • Speed 30 ft, climb 30 ft
  • STR18 (+4)
  • DEX10 (0)
  • CON15 (+2)
  • INT6 (-2)
  • WIS12 (+1)
  • CHA7 (-2)

Skills:Perception +3

Senses:blindsight 60 ft, dark vision 10 ft, passive perception 13

Languages:Hook Horror

Challenge:3 (700 xp)

Echolocation: The hook horror can't use its blindsight while deafened

Keen Hearing: The hook horror has advantage on Wisdom (Perception) checks that rely on hearing

Actions

Multiattack: The hook horror makes two hook attacks

Hook: Melee Weapon Attack: +6 to hit , reach 10 ft, one target. Hit: 11 (2d6 + 4) piercing damage

Intellect Devourer tiny aberration, lawful evil 2 450 xp

  • Armor class 12
  • Hit points 21 (6d4 + 6)
  • Speed 40 ft
  • STR6 (-2)
  • DEX14 (+2)
  • CON13 (+1)
  • INT12 (+1)
  • WIS11 (0)
  • CHA10 (0)

Skills:Perception +2, Stealth +4

Damage Resistances:bludgeoning, piercing, and slashing from non magical weapons

Damage Immunities:blinded

Senses:blindsight 60 ft (blind beyond this radius), passive Perception 12

Languages:understands Deep Speech but can 't speak, telepathy 60 ft

Challenge:2 (450 xp)

Detect Sentience: The intellect devourer can sense the presence and location of any creature within 300 ft of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell

Actions

Multiattack: The intellect devourer makes one attack with its claws and uses Devour Intellect

Claws: Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 7 (2d4 + 2) slashing damage

Devour Intellect: The intellect devourer targets one creature it can see within 10 ft of it that has a brain. The target must succeed on a DC 12 Intelligence saving throw against this magic or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence

Body Thief: The intellect devourer initiates an Intelligence contest with an incapacitated humanoid within 5 ft of it. If it wins the contest, the intellect devourer magically consumes the target's brain, teleports into the target's skull, and takes control of the target's body. While inside a creature, the intellect devourer has total cover against attacks and other effects originating outside its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores, as well as its understanding of Deep Speech, its telepathy, and its traits. It otherwise adopts the target's statistics. It knows everything the creature knew, including spells and languages
If the host body drops to 0 hit points, the intellect devourer must leave it. A protection from evil and good spell cast on the body drives the intellect devourer out. The intellect devourer is also forced out if the target regains its devoured brain by means of a wish. By spending 5 ft of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 ft of it. The body then dies, unless its brain is restored within 1 round

Ixitxachitl Cleric medium aberration, chaotic evil 3 700 xp

  • Armor class 15 (natural armor)
  • Hit points 18 (4d6+4)
  • Speed 0 ft., swim 30 ft.
  • STR12 (+1)
  • DEX16 (+3)
  • CON13 (+1)
  • INT12 (+1)
  • WIS13 (+1)
  • CHA7 (-2)

Senses:darkvision 60 ft., passive Perception 11

Languages:Abyssal, Ixitxachitl

Challenge:3 (700 xp)

Spellcasting. The ixtachitl is a 5th-level spellcaster that uses Wisdom as its spellcasting ability (Spell save DC 11, +3 to hit with spell attacks).

The ixitxachil has the following cleric spells prepared:

• Cantrips (at will): guidance, thaumaturgy
• 1st level (4 slots): charm person, create or destroy water
• 2nd level (3 slots): hold person, silence
• 3rd level (2 slots): dispel magic, tongues

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

REACTIONS
Barbed Tail. When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d8+3) piercing damage.

Ixitxachitl Small aberration, chaotic evil 1/4 40 xp

  • Armor class 15 (natural armor)
  • Hit points 18 (4d6+4)
  • Speed 0 ft., swim 30 ft.
  • STR12 (+1)
  • DEX16 (+3)
  • CON13 (+1)
  • INT12 (+1)
  • WIS13 (+1)
  • CHA7 (-2)

Senses:darkvision 60 ft., passive Perception 11

Languages:Abyssal, Ixitxachitl

Challenge:1/4 (40 xp)

Aquatic creatures resembling mana rays, with small, clawed hands at the end of their wings and black eyes gleaming with sinister intelligence. Demon Rays is a common nickname.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 4 (1d6+1) piercing damage.

REACTIONS:
Barbed Tail. When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d8+3) piercing damage.

Medusa Medium monstrosity, lawful evil 6 2,300 xp

  • Armor class 15 (natural armor)
  • Hit points 127 (17d8 + 51)
  • Speed 30 ft
  • STR10 (0)
  • DEX15 (+2)
  • CON16 (+3)
  • INT12 (+1)
  • WIS13 (+1)
  • CHA15 (+2)

Skills:Deception +5, Insight +4, Perception +4, Stealth +5

Senses:darkvision 60 ft, passive Perception 14

Languages:Common

Challenge:6 (2,300 xp)

Petrifying Gaze: When a creature that can see the medusa's eyes starts its turn within 30 ft of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained . The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. If the medusa sees itself reflected on a polished surface within 30 ft of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze

Actions

Multiattack: The medusa makes either three melee attacks, one with its snake hair and two with its shortsword or two ranged attacks with its longbow

Snake Hair: Melee Weapon Attack: +5 to hit, reach 5 ft, one creature. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage

Shortsword: Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 5 (1d6 + 2) piercing damage

Longbow: Ranged Weapon Attack: +5 to hit, range 150/600 ft, one target. Hit: 6 (ld8 + 2) piercing damage plus 7 (2d6) poison damage

Mind Flayer Medium aberration, lawful evil 7 2,900 xp

  • Armor class 15 (breasrplate)
  • Hit points 71 (13d8 + 13)
  • Speed 30 ft
  • STR11 (0)
  • DEX12 (+1)
  • CON12 (+1)
  • INT19 (+4)
  • WIS17 (+3)
  • CHA17 (+3)

Save Throws:lnt +7, Wis +6, Cha +6

Skills:Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4

Senses:darkvision 120 ft, passive Perception 16

Languages:Deep Speech, Undercommon, telepathy 120 ft

Challenge:7 (2,900 xp)

Magic Resistance: The mind flayer has advantage on saving throws against spells and other magical effects

Innate Spel/casting (Psionics): The mind flayer's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:

At will: detect thoughts, levitate
1/day each: dominate monster, plane shift (self only)

Actions

Tentacles: Melee Weapon Attack: +7 to hit, reach 5 ft, one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends

Extract Brain: Melee Weapon Attack: +7 to hit, reach 5 ft,
one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain

Mind Blast (Recharge 5-6): The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned 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

Minotaur Large monstrosity, chaotic evil 3 700 xp

  • Armor class 14 (natural armor)
  • Hit points 76 (9d10 + 27)
  • Speed 40 ft
  • STR18 (+4)
  • DEX11 (0)
  • CON16 (+3)
  • INT6 (-2)
  • WIS16 (+3)
  • CHA9 (-1)

Skills:Perception +7

Senses:darkvision 60 ft, passive Perception 17

Languages:Abyssal

Challenge:3 (700 xp)

Charge: If the minotaur moves at least 10 ft 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 ft away and knocked prone

Labyrinthine Recall: The minotaur can perfectly recall any path it has traveled

Reckless: At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn

Actions

Greataxe: Melee Weapon Attack: +6 to hit, 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

Myconid Adult Medium plant, lawful neutral 1/2 100 xp

  • Armor class 12 (natural armor)
  • Hit points 22 (4d8 + 4)
  • Speed 20 ft
  • STR10 (0)
  • DEX10 (0)
  • CON12 (+1)
  • INT10 (0)
  • WIS13 (+1)
  • CHA7 (-2)

Senses:darkvision 120 ft., passive Perception 11

Languages: -

Challenge:1/2 (100 xp)

Distress Spores. When the myconid takes damage, all other myconids within 240 feet of it can sense its pain.

Sun Sickness. While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.

Actions

Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) bludgeoning damage plus 5 (2d4) poison damage.

Pacifying Spores (3/Day). The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 11 Constitution saving throw or be stunned 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.

Rapport Spores. A 20-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.

A Myconid can also have one of the spore types below:

Caustic Spores (1/Day). 30 ft. cone, Dex save or take 1d6 acid damage at the start of each of Myconid's turns. A creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success. The save DC is 11.

Infestation Spores (1/Day). Con save vs DC 11. Targets are infested with Zuggtmoy spores. Check *oota 228* for details.

Euphoria Spores (1/Day). 20ft. radius around itself. Con save vs DC 11. Creatures are poisoned for 1 minute on a fail. Creatures can repeat the save at end of each of its turn. Creatures get a level of exhaustion after the success.

Narrak small humanoid (derro), chaotic evil 2 450 xp

  • Armor class 12 (15) (mage armor)
  • Hit points 40 (9d6+9)
  • Speed 30 ft.
  • STR9 (-1)
  • DEX14 (+2)
  • CON13 (+1)
  • INT14 (+2)
  • WIS5 (-3)
  • CHA16 (+3)

Skills:Arcana +5, Stealth +4

Senses:darkvision 120 ft., passive Perception 7

Languages:Dwarvish, Undercommon

Challenge:2 (450 xp)

Spellcasting. Narrak is a 5th-level spellcaster. His spellcasting ability is Charisma (Save DC 13, +5 to hit with spell attacks)

Narrak has two 2nd-level spell slots, which he regains after finishing ashort or long rest, and knows the following Warlock spells:
• Cantrips (at will): eldritch blast, friends, poison spray
• 1st level: armor of Agathys, charm person, hex
• 2nd level (2 slots): hold person, ray of enfeeblement, spider climb.

Insanity. Narrak has advantage on saving throws against being charmed or frightened.

Magic Resistance. The derro has advantage on saving throws against spells and other magical effects.

Sunlight Sensitivity. While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:5 (1d6 + 2) piercing damage.

Armor of Shadows (Recharges after a Short or Long Rest). Narrak casts mage armor on himself.

Nightmare large fiend, neutral evil 3 700 xp

  • Armor class 13 (natural armor)
  • Hit points 68 (8d10 + 24)
  • Speed 60 ft, fly 90 ft
  • STR18 (+4)
  • DEX15 (+2)
  • CON16 (+3)
  • INT10 (0)
  • WIS13 (+1)
  • CHA15 (+2)

Damage Immunities:fire

Senses:passive Perception 11

Languages:Understands Abyssal, Common, and Infernal but can't speak

Challenge:3 (700 xp)

Confer Fire Resistance: The nightmare can grant resistance to fire damage to anyone riding it

Illumination: The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 ft

Actions

Hooves: Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage

Ethereal Stride: The nightmare and up to three willing creatures within 5 ft of it magically enter the Ethereal Plane from the Material Plane, or vice versa

Ochre Jelly large ooze, unaligned 2 450 xp

  • Armor class 8
  • Hit points 45 (6d10 + 12)
  • Speed 10 ft, climb 10 ft
  • STR15 (+2)
  • DEX6 (-2)
  • CON14 (+2)
  • INT2 (-4)
  • WIS6 (-2)
  • CHA1 (-5)

Damage Resistances:cold

Damage Immunities:lightning, slashing

Condition Immunities:blinded, charmed, deafened, exhaustion, frightened, prone

Senses:blindsight 60 ft (blind beyond this radi us), passive Perception 8

Languages:--

Challenge:2 (450 xp)

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 abi lity check

Actions

Pseudopod: Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage

REACTIONS
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

Orc Eye of Gruumsh Medium humanoid (orc), chaotic evil 2 450 xp

  • Armor class 16 (ring mail, shield)
  • Hit points 45 (6d8 + 18)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX12 (+1)
  • CON16 (+3)
  • INT9 (-1)
  • WIS13 (+1)
  • CHA12 (+1)

Skills:Intimidation +3, Religion +1

Senses:darkvision 60ft., passive Perception 11

Languages: Common, Orc

Challenge:2 (450 xp)

Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.

Gruumsh's Fury. The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attack).

Spellcasting. The orc is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The orc has the following cleric spells prepared:
Cantrips (at-will): guidance, resistance, thaumaturgy
1st level (4 slots): bless, command
2nd level (2 slots): augury, spiritual weapon (spear).

Actions

Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (1d6 + 3 plus 1d8) piercing
damage, or 12 (2d8 + 3) piercing damage if used with two
hands to make a melee attack.

Orc Medium humanoid (orc), chaotic evil 1/2 100 xp

  • Armor class 13 (hide armor)
  • Hit points 15 (2d8+6)
  • Speed 30 ft.
  • STR16 (+3)
  • DEX12 (+1)
  • CON16 (+3)
  • INT7 (-2)
  • WIS11 (0)
  • CHA10 (0)

Skills:Intimidation +2

Senses:darkvision 60 ft., passive Perception 10

Languages:Common, Orc

Challenge:1/2 (100 xp)

Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.

Actions

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12+3) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Orog medium humanoid (orc), chaotic evil 2 450 xp

  • Armor class 18 (plate)
  • Hit points 42 (5d8 + 20)
  • Speed 30 ft.
  • STR18 (+4)
  • DEX12 (+1)
  • CON18 (+4)
  • INT12 (+1)
  • WIS11 (0)
  • CHA12 (+1)

Skills:Intimidation +5, Survival +2

Senses:darkvision 60ft., passive Perception 10

Languages: Common, Orc

Challenge:2 (450 xp)

Aggressive. As a bonus action, the orog can move up to its speed toward a hostile creature that it can see.

Actions

Multiattack. The orog makes two greataxe attacks.

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft ., one target. Hit: 7 (ld6 + 4) piercing damage.

Otyugh Large aberration, neutral 5 1,800 xp

  • Armor class 14 (natural armor)
  • Hit points 114 (12d10 + 48)
  • Speed 30 ft
  • STR16 (+3)
  • DEX11 (0)
  • CON19 (+4)
  • INT6 (-2)
  • WIS13 (+1)
  • CHA6 (-2)

Save Throws:Con +7

Senses:darkvision 120 ft, passive Perception 11

Languages:Otyugh

Challenge:5 (1,800 xp)

Limited Telepathy: The otyugh can magically transmit simple messages and images to any creature within 120 ft of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond

Actions

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

Piercer medium mostruosity, unaligned 1/2 100 xp

  • Armor class 15 (natural armor)
  • Hit points 22 (3d8 + 9)
  • Speed 5 ft., climb 5 ft.
  • STR10 (0)
  • DEX13 (+1)
  • CON16 (+3)
  • INT1 (-5)
  • WIS7 (-2)
  • CHA3 (-4)

Skills:Stealth +5

Senses:blindsight 30ft., darkvision 60ft., passive Perception 8

Languages: -

Challenge:1/2 (100 xp)

False Appearance. While the piercer remains motionless on the ceiling, it is indistinguishable from a normal stalactite.

Spider Climb. The piercer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Drop. Melee Weapon Attack: +3 to hit, one creature directly underneath the piercer. Hit: 3 (1d6) piercing damage per 10 feet fallen, up to 21 (6d6). Miss: The piercer takes half the normal falling damage for the distance fallen.

quagg medium ooze, unaligned 1/2 100 xp

  • Armor class 8
  • Hit points 22 (3d8 + 9)
  • Speed 10 ft, climb 10 ft
  • STR12 (+1)
  • DEX6 (-2)
  • CON16 (+3)
  • INT1 (-5)
  • WIS6 (-2)
  • CHA2 (-4)

Skills:Stealth +2

Damage Resistances:acid, cold, fire

Condition Immunities:blinded, charmed, deafened, exhaustion, frightened, prone

Senses:blindsight 60 ft (blind beyond this radius), passive Perception 8

Languages:--

Challenge:1/2 (100 xp)

Amorphous: The ooze can move through a space as narrow as 1 inch wide without squeezing

Corrode Metal: Any non magical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls
If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal that hits the ooze is destroyed after dealing damage
The ooze can eat through 2-inch-thick, non magical metal in 1 round

False Appearance: While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock

Actions

Pseudopod: Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing non magical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10

Quaggoth Medium humanoid (quaggoth), chaotic neutral 2 450 xp

  • Armor class 13 (natural armor)
  • Hit points 45 (6d8 + 18)
  • Speed 30 ft, climb 30 ft
  • STR17 (+3)
  • DEX12 (+1)
  • CON16 (+3)
  • INT6 (-2)
  • WIS12 (+1)
  • CHA7 (-2)

Skills:Athletics +5

Damage Immunities:poison

Condition Immunities:poisoned

Senses:darkvision 120 ft, passive perception 10

Languages:Undercommon

Challenge:2 (450 xp)

Wounded Fury: While it has 10 hit points or fewer, the quaggoth has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack

Actions

Multiattack: The quaggoth makes two claw attacks

Claw: Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 + 3) slashing damage

Spectator Medium aberration, lawful neutral 3 700 xp

  • Armor class 14 (natural armor)
  • Hit points 39 (6d8 + 12)
  • Speed 0 ft, fly 30 ft (hover)
  • STR8 (-1)
  • DEX14 (+2)
  • CON14 (+2)
  • INT13 (+1)
  • WIS14 (+2)
  • CHA11 (0)

Save Throws:Perception +6

Condition Immunities:prone

Senses:darkvision 120 ft, passive Perception 16

Languages:Deep Speech, Undercommon, telepathy 120 ft

Challenge:3 (700 xp)

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

Actions

(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

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

Spore Servant: Chuul Large plant, unaligned 4 1,100 xp

  • Armor class 16 (natural armor)
  • Hit points 93 (11d10 + 33)
  • Speed 30 ft., swim 30 ft.
  • STR19 (+4)
  • DEX10 (0)
  • CON16 (+3)
  • INT2 (-4)
  • WIS6 (-2)
  • CHA1 (-5)

Damage Immunities: poison

Condition Immunities: blinded, charmed, frightened, paralyzed

Senses:blindsight 30 ft. (blind beyond this radius), passive Perceptions 8

Languages: -

Challenge:4 (1,100 xp)

Actions

Multiattack. The spore servant does two pincer attacks.

Pincer. Melee Weapon: +6 to hit, reach 10ft., 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 creature doesn't have two other creatures grappled.

Spore Servant: Drow Medium plant, unaligned 1/8 25 xp

  • Armor class 15 (chain shirt)
  • Hit points 13 (3d8)
  • Speed 20 ft.
  • STR10 (0)
  • DEX14 (+2)
  • CON10 (0)
  • INT2 (-4)
  • WIS6 (-2)
  • CHA1 (-5)

Condition Immunities: blinded, charmed, frightened, paralyzed

Senses:blindsight 30 ft. (blind beyond this radius), passive Perceptions 8

Languages: -

Challenge:1/8 (25 xp)

Actions

Shortsword. Melee Weapon: +4 to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) piercing damage

Spore Servant: Duergar Medium plant, unaligned 1/2 100 xp

  • Armor class 16 (scale armor, shield)
  • Hit points 26 (4d8 + 8)
  • Speed 15 ft.
  • STR14 (+2)
  • DEX11 (0)
  • CON14 (+2)
  • INT2 (-4)
  • WIS6 (-2)
  • CHA1 (-5)

Damage Immunities: poison

Condition Immunities: blinded, charmed, frightened, paralyzed

Senses:blindsight 30 ft. (blind beyond this radius), passive Perceptions 8

Languages: -

Challenge:1/2 (100 xp)

Actions

War Pick. Melee Weapon: +4 to hit, reach 5ft., one target. Hit: 6 (1d8 + 2) piercing damage

Spore Servant: Hook Horror Medium plant, unaligned 3 700 xp

  • Armor class 15 (natural armor)
  • Hit points 75 (10d10 + 10)
  • Speed 20 ft., climb 20 ft.
  • STR18 (+4)
  • DEX10 (0)
  • CON15 (+2)
  • INT2 (-4)
  • WIS6 (-2)
  • CHA1 (-5)

Condition Immunities: blinded, charmed, frightened, paralyzed

Senses:blindsight 30 ft. (blind beyond this radius), passive Perceptions 8

Languages: -

Challenge:3 (700 xp)

Actions

Multiattack. The spore servant does two hook attacks.

Hook. Melee Weapon: +6 to hit, reach 10ft., one target. Hit: 11 (2d6 + 4) piercing damage

Succubus/Incubus Medium fiend (shapechanger), neutral evil 4 1,100 xp

  • Armor class 15 (natural armor)
  • Hit points 66 (12d8 + 12)
  • Speed 30 ft, fly 60 ft
  • STR8 (-1)
  • DEX17 (+3)
  • CON13 (+1)
  • INT15 (+2)
  • WIS12 (+1)
  • CHA20 (+5)

Skills:Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7

Damage Resistances:cold, fire, lightning, poison, bludgeoning, piercing, and slashing from nonmagical weapons

Senses:darkvision 60 ft, passive Perception 15

Languages:Abyssal, Common, Infernal, telepathy 60 ft

Challenge:4 (1,100 xp)

Telepathic Bond: The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence

Shapechanger: The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form . Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies

Actions

Claw (Fiend Form Only): Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1 d6 + 3) slashing damage

Charm: One humanoid the fiend can see within 30 ft of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.
The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends

Draining Kiss: The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a success ful one. The target's 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

Etherealness: The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa

Umber Hulk Large mostruosity, chaotic evil 5 1,800 xp

  • Armor class 18 (natural armor)
  • Hit points 93 (11d10 + 33)
  • Speed 30 ft., burrow 20 ft.
  • STR20 (+5)
  • DEX13 (+1)
  • CON16 (+3)
  • INT9 (-1)
  • WIS10 (0)
  • CHA10 (0)

Senses:darkvision 120ft., tremorsense 60ft., passive Perception 10

Languages: Umber Hulk

Challenge:5 (1,800 xp)

Confusing Gaze. When a creature starts its turn within 30 feet of the umber hulk and is able to see the umber hulk's eyes, the umber hulk can magically force it to make a DC 15 Charisma saving throw, unless the umber hulk is incapacitated. On a failed saving throw, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the umber hulk until the start of its next turn, when it can avert its eyes again. If the creature looks at the umber hulk in the meantime, it must immediately make the save.

Tunneler. The umber hulk can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 8-foot-high tunnel in its wake.

Actions

Multiattack. The umber hulk makes three attacks: two with its claws and one with its mandibles.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.

Mandibles. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Vampiric Ixitxachitl Cleric medium aberration, chaotic evil 2 450 xp

  • Armor class 16 (natural armor)
  • Hit points 44 (8d8+8)
  • Speed 0 ft., swim 30 ft.
  • STR14 (+2)
  • DEX18 (+4)
  • CON13 (+1)
  • INT12 (+1)
  • WIS13 (+1)
  • CHA7 (-2)

Senses:darkvision 60 ft., passive Perception 11

Languages:Abyssal, Ixitxachitl

Challenge:2 (450 xp)

Regeneration. The ixitxachitl regains 10 hit points at the start of its turn. The ixitxachitl dies only if it starts its turn with 0 hit points.

Spellcasting. The ixtachitl is a 5th-level spellcaster that uses Wisdom as its spellcasting ability (Spell save DC 11, +3 to hit with spell attacks). The ixitxachil has the following cleric spells prepared:

• Cantrips (at will): guidance, thaumaturgy
• 1st level (4 slots): charm person, create or destroy water
• 2nd level (3 slots): hold person, silence
• 3rd level (2 slots): dispel magic, tongues

Actions

Vampiric Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. The target must succeed on a DC 11 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken, and the ixitxachitl regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

REACTIONS
Barbed Tail. Melee Weapon Attack: +6 to hit reach 10ft., one target. Hit: (1d10+4) piercing damage.

Vampiric Ixitxachitl medium aberration, chaotic evil 2 450 xp

  • Armor class 16 (natural armor)
  • Hit points 44 (8d8+8)
  • Speed 0 ft., swim 30 ft.
  • STR14 (+2)
  • DEX18 (+4)
  • CON13 (+1)
  • INT12 (+1)
  • WIS13 (+1)
  • CHA7 (-2)

Senses:darkvision 60 ft., passive Perception 11

Languages:Abyssal, Ixitxachitl

Challenge:2 (450 xp)

Regeneration. The ixitxachitl regains 10 hit points at the start of its turn. The ixitxachitl dies only if it starts its turn with 0 hit points.

Actions

Vampiric Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. The target must succeed on a DC 11 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken, and the ixitxachitl regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

REACTIONS
Barbed Tail. Melee Weapon Attack: +6 to hit reach 10ft., one target. Hit: (1d10+4) piercing damage.

Vrock Large fiend (demon), chaotic evil 6 2,300 xp

  • Armor class 15 (natural armor)
  • Hit points 104 (11d10 + 44)
  • Speed 40 ft, fly 60 ft
  • STR17 (+3)
  • DEX15 (+2)
  • CON18 (+4)
  • INT8 (-1)
  • WIS13 (+1)
  • CHA8 (-1)

Save Throws:Dex +5, Wis +4, Cha +2

Damage Resistances:cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities:poison

Condition Immunities:poisoned

Senses:darkvision 120 ft, passive Perception 11

Languages:Abyssal, telepathy 120 ft

Challenge:6 (2,300 xp)

Magic Resistance: The vrock has advantage on saving throws against spells and other magical effects

Actions

Multiattack: The vrock makes two attacks: one with its beak and one with its talons

Beak: Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 10 (2d6 + 3) piercing damage

Talons: Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 14 (2d10 + 3) slashing damage

Spores (Recharge 6): A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it

Stunning Screech (1/Day): The vrock emits a horrific screech. Each creature within 20 ft of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock's next turn

Gray Ooze Medium ooze, unaligned 1/2 100 xp

  • Armor class 8
  • Hit points 22 (3d8+9)
  • Speed 10 ft., climb 10 ft.
  • STR 12 (+1)
  • DEX 6 (-2)
  • CON 16 (+3)
  • INT 1 (-5)
  • WIS 6 (-2)
  • CHA 2 (-4)

Skills: Stealth +2

Damage Resistances: acid, cold, fire

Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, prone

Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 8

Languages:

Challenge: 1/2 (100 xp)

Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.

Corrode Metal. Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.

False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.

Actions

Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Kuo-toa Arcipriest Medium humanod (kuo-toa), neutral evil 6 2,300 xp

  • Armor class 13 (natural armor)
  • Hit points 97 (13d8+39)
  • Speed 30 ft., swim 30 ft.
  • STR 16 (+3)
  • DEX 14 (+2)
  • CON 16 (+3)
  • INT 13 (+1)
  • WIS 16 (+3)
  • CHA 14 (+2)

Skills: Perception +9, Religion +6

Senses: darkvision 120ft., passive perception 19

Languages: Undercommon

Challenge: 6 (2,300 xp)

Amphibious. The kuo-toa can breathe air and water.

Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.

Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.

Sunlight Sensitivity. While in the sunlight the kuo-toa has disadvantage on attack rolls as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The kuo-toa makes two melee attacks:.

Scepter. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 14 (4d6) lightning damage.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Spellcasting. The kuo-toa is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The kuo-toa has the following cleric spells prepared:

Cantrips (at will): guidance, sacred flame, thaumaturgy
lst level (4 slots): detect magic, sanctuary, shield of faith
2nd level (3 slots): hold person, spiritual weapon
3rd level (3 slots): spirit guardians, tongues
4th level (3 slots): control water, divination
5th level (2 slots): mass cure wounds, scrying.

Kuo-toa Monitor Medium humanod (kuo-toa), neutral evil 3 700 xp

  • Armor class 13 (natural armor)
  • Hit points 65 (10d8+20)
  • Speed 30 ft., swim 30 ft.
  • STR14 (+2)
  • DEX10 (0)
  • CON14 (+2)
  • INT12 (+1)
  • WIS14 (+2)
  • CHA11 (0)

Skills:Perception +6, Religion +4

Senses:darkvision 120ft., passive perception 16

Languages: Undercommon

Challenge:3 (700 xp)

Amphibious. The kuo-toa can breathe air and water.

Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.

Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.

Sunlight Sensitivity. While in the sunlight the kuo-toa has disadvantage on attack rolls as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The kuo-toa makes one bite attack and two unarmed strikes.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) lightning damage and the target can't take reactions until the end of the kuo-toa's next turn.

Kuo-toa Whip Medium humanod (kuo-toa), neutral evil 1 200 xp

  • Armor class 11 (natural armor)
  • Hit points 65 (10d8+20)
  • Speed 30 ft., swim 30 ft.
  • STR14 (+2)
  • DEX10 (0)
  • CON14 (+2)
  • INT12 (+1)
  • WIS14 (+2)
  • CHA11 (0)

Skills:Perception +6, Religion +4

Senses:darkvision 120ft., passive perception 16

Languages: Undercommon

Challenge:1 (200 xp)

Amphibious. The kuo-toa can breathe air and water.

Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.

Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.

Sunlight Sensitivity. While in the sunlight the kuo-toa has disadvantage on attack rolls as well as on Wisdom (Perception) checks that rely on sight.

Spellcasting. The kuo-toa is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The kuo-toa has the following cleric spells prepared:
Cantrips (at will): sacred flame, thaumaturgy.
1st level (3 slots): bane, shield of faith.

Actions

Multiattack. The kuo-toa makes two attacks: one with its bite and one with its pincer staff.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Pincer Staff. Melee Weapon Attack: +4 to hit, reach 10ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the kuo-toa can't use its pincer staff on another target.

Kuo-Toa Medium humanoid (kuo-toa), neutral evil 1/4 50 xp

  • Armor class 13 (natural armor, shield)
  • Hit points 18
  • Speed 30 ft., swim 30 ft.
  • STR13 (+1)
  • DEX10 (0)
  • CON11 (0)
  • INT11 (0)
  • WIS10 (0)
  • CHA8 (-1)

Skills:Perception +4

Senses:darkvision 120ft., passive Perception 14

Languages: Undercommon

Challenge:1/4 (50 xp)

Amphibious. The kuo-toa can breathe air and water.

Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.

Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.

Sunlight Sensitivity. While in the sunlight the kuo-toa has disadvantage on attack rolls as well as on Wisdom (Perception) checks that rely on sight.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

Net. Ranged Weapon Attack: +3 to hit, range 15ft., one Large or smaller creature. Hit: The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net.

REACTIONS
Sticky Shield. When a creature misses the kuo-toa with a melee weapon attack the kuo-toa uses its sticky shield to catch the weapon. The attacker must succeed on a DC 11 Strength saving throw or the weapon becomes stuck to the kuo-toa's shield. If the weapon's wielder can't or won't let go of the weapon the wielder is grappled while the weapon is stuck. While stuck the weapon can't be used. A creature can pull the weapon free by taking an action to make a DC 11 Strength check and succeeding.

Merrow Large monstrosity, chaotic evil 2 450 xp

  • Armor class 13 (natural armor)
  • Hit points 45 (6d10+12)
  • Speed 10ft., swim 40ft.
  • STR 18 (+4)
  • DEX 10 (0)
  • CON 15 (+2)
  • INT 8 (-1)
  • WIS 10 (0)
  • CHA 9 (-1)

Senses: darkvision 60ft., passive Perception 12

Languages: Abyssal, Aquan

Challenge: 2 (450 xp)

Amphibious. The merrow can breathe air and water.

Actions

Multiattack. The merrow makes two attacks: one with its bite and one with its claws or harpoon.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit reach 5 ft. one target. Hit: 9 (2d4 + 4) slashing damage.

Harpoon. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a Huge or smaller creature it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.

Roper Large monstrosity, neutral evil 5 1,800 xp

  • Armor class 20 (natural armor)
  • Hit points 93 (11d10+33)
  • Speed 10 ft., climb 10 ft.
  • STR 18 (+4)
  • DEX 8 (-1)
  • CON 17 (+3)
  • INT 7 (-2)
  • WIS 16 (+3)
  • CHA 6 (-2)

Skills: Perception +6, Stealth +5

Senses: darkvision 60 ft., passive Perception 16

Languages: --

Challenge: 5 (1,800 xp)

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.

Actions

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.

Skeleton Medium undead, lawful evil 1/4 50 xp

  • Armor class 13 (armor scraps)
  • Hit points 13 (2d8+4)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 15 (+2)
  • INT 6 (-2)
  • WIS 8 (-1)
  • CHA 5 (-3)

Damage Immunities: poison

Condition Immunities: exhaustion. poisoned

Senses: darkvision 60 ft., passive Perception 9

Languages: understands all languages it knew in life but can't speak

Challenge: 1/4 (50 xp)

Damage Vulnerabilities: bludgeoning.

Actions

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.

Specter Medium undead, chaotic evil 1 200 xp

  • Armor class 12
  • Hit points 22 (5d8)
  • Speed 0 ft., fly 50 ft. (hover)
  • STR 1 (-5)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 11 (0)

Damage Resistances: acid, cold, fire, lightning, thunder, bludgeoning, piercing and slashing from nonmagical weapons

Damage Immunities: necrotic, poison

Condition Immunities: charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses: darkvision 60 ft., passive Perception 10

Languages: understands all languages it knew in life but can't speak

Challenge: 1 (200 xp)

Incorporeal Movement. The specter 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 specter has disadvantage on attack rolls as well as on Wisdom (Perception) checks that rely on sight.

Actions

Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Wraith Medium undead, neutral evil 5 1,800 xp

  • Armor class 13
  • Hit points 67 (9d8 + 27)
  • Speed 0 ft., fly 60 ft.
  • STR 6 (-2)
  • DEX 16 (+3)
  • CON 16 (+3)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 15 (+2)

Damage Resistances: acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered

Damage Immunities: necrotic, poison

Condition Immunities: charmed, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses: darkvision 60 ft., passive Perception 12

Languages: Common, Infernal

Challenge: 5 (1,800 xp)

A wraith is the incorporeal remnant of a particularly hateful being. Most wraiths can transform those they have slain into spectral undead servitors.

Incorporeal Movement. The wraith can move through an object or another creature, but cannot stop there.

Sunlight Sensitivity. Whilke in sunlight, the wraith has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.

Actions

Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage, and 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. 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.

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.

Gnoll Medium humanoid (gnoll), chaotic evil 1/2 100 xp

  • Armor class 15 (hide armor, shield)
  • Hit points 22 (5d8)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 12 (+1)
  • CON 11 (0)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 7 (-2)

Senses: darkvision 60ft., passive Perception 10

Languages: Gnoll

Challenge: 1/2 (100 xp)

Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft ., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Gnoll Pack Lord Medium humanoid (gnoll), chaotic evil 2 450 xp

  • Armor class 15 (chain shirt)
  • Hit points 49 (9d8 + 9)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 14 (+2)
  • CON 13 (+1)
  • INT 8 (-1)
  • WIS 11 (0)
  • CHA 9 (-1)

Senses: darkvision 60ft., passive Perception 10

Languages: Gnoll

Challenge: 2 (450 xp)

Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.

Actions

Multiattack. The gnoll makes two attacks, either with its glaive or its longbow, and uses its Incite Rampage if it can.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage.

Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Incite Rampage (Recharge 5- 6). One creature the gnoll can see within 30 feet of it can use its reaction to make a melee attack if it can hear the gnoll and has the Rampage trait.

Violent Fungus Medium plant, unaligned 1/4 50 xp

  • Armor class 5
  • Hit points 18 (4d8)
  • Speed 5 ft.
  • STR 3 (-4)
  • DEX 1 (-5)
  • CON 10 (0)
  • INT 1 (-5)
  • WIS 3 (-4)
  • CHA 1 (-5)

Condition Immunities: blinded, deafened, frightened

Senses: blindsight 30 ft. (blind beyond this radius), passive Perception 6

Languages:

Challenge: 1/4 (50 xp)


False Appearance. While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus.

Actions

Multiattack. The fungus makes 1d4 Rotting Touch attacks.

Rotting Touch. Melee Weapon Attack: +2 to hit, reach 10 ft., one creature. Hit:4 (1d8) necrotic damage.

Gas Spore Large plant, unaligned 1/2 100 xp

  • Armor class 5
  • Hit points 1 (1d10 - 4)
  • Speed 0 ft., fly 10ft. (hover)
  • STR 5 (-3)
  • DEX 1 (-5)
  • CON 3 (-4)
  • INT 1 (-5)
  • WIS 1 (-5)
  • CHA 1 (-5)

Damage Immunities: poison

Condition Immunities: blinded, deafened, frightened, paralyzed, poisoned, prone

Senses: blindsight 30 ft. (blind beyond this radius), passive Perception 5

Languages:

Challenge: 1/2 (100 xp)

Death Burst. The gas spore explodes when it drops to 0 hit points. Each creature within 20 feet of it must succeed on a DC 15 Constitution saving throw or take 10 (3d6) poison damage and become infected with a disease on a failed save. Creatures immune to the poisoned condition are immune to this disease. Spores invade an infected creature's system, killing the creature in a number of hours equal to 1d12 + the creature's Constitution score, unless the disease is removed. In half that time, the creature becomes poisoned for the rest of the duration. After the creature dies, it sprouts 2d4 Tiny gas spores that grow to full size in 7 days.

Eerie Resemblance. The gas spore resembles a beholder. A creature that can see the gas spore can discern its true nature with a successful DC 15 Intelligence (Nature) check.

Actions

Multiattack. The fungus makes 1d4 Rotting Touch attacks.

Touch. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 poison damage, and the creature must succeed on a DC 10 Constitution saving throw or become infected with the disease described in the Death Burst trait.

Shrieker Medium plant, unalligned 0 10 xp

  • Armor class 5
  • Hit points 13 (3d8)
  • Speed 0ft.
  • STR 1 (-5)
  • DEX 1 (-5)
  • CON 10 (0)
  • INT 1 (-5)
  • WIS 3 (-4)
  • CHA 1 (-5)

Condition Immunities: blinded, deafened, frightened

Senses: blindsight 30ft. (blind beyond this radius), passive Perception 6

Languages: --

Challenge: 0 (10 xp)


False Appearance. While the shrieker remains motionless, it is indistinguishable from an ordinary fungus.

Actions

Shriek. When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker's turns afterward.

Swarm of Quippers Medium swarm of Tiny beasts, unaligned 1 200 xp

  • Armor class 13
  • Hit points 28 (8d8 - 8)
  • Speed swim 40ft.
  • STR 13 (+1)
  • DEX 16 (+3)
  • CON 9 (-1)
  • INT 1 (-5)
  • WIS 7 (-2)
  • CHA 2 (-4)

Damage Resistances: bludgeoning, piercing, slashing

Condition Immunities: charmed, frightened , paralyzed, petrified, prone, restrained, stunned

Senses: darkvision 60ft., passive Perception 8

Languages: --

Challenge: 1 (200 xp)

Blood Frenzy. The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points.

Water Breathing. The swarm can breathe only underwater.

Actions

Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.

Brown Mold Large mold, unaligned 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Damage Immunities: Fire

Languages:

Challenge: (0 xp)


Weekness. The mold is destroyed if it gets any cold damage.

Irradiate Cold. The temperature within 30 feet of it is always frigid.

Actions

Cold. When a creature moves to within 5 feet of the mold for the first time on a turn or starts its turn there, it must make a DC 12 Constitution saving throw, taking 22 (4d10) cold damage on a failed save, or half as much damage on a successful one.

Expand. Any source of fire brought within 5 feet of a patch causes it to instantly expand outward in the direction of the fire, covering a 10-foot-square area (with the source of the fire at the center of that area).

Green Slime Medium mold, 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Senses: blindsight 30ft.

Languages:

Challenge: (0 xp)


Sunlight Sensitivity. Sunlight, any effect that cures disease, and any effect that deals cold, fire, or radiant damage destroys a patch of green slime.

Actions

Drop. The slime drops from walls and ceilings when it detects movement below it. Beyond that, it has no ability to move. A creature aware of the slime's presence can avoid being struck by it with
a successful DC 10 Dexterity saving throw. A creature that comes into contact with green slime takes 5 (1d10) acid damage. The creature takes the damage again at the start of each of its turns until the slime is scraped off or destroyed. Against wood or metal, green slime deals 11 (2d10) acid damage each round, and any nonmagical wood or metal weapon or tool used to scrape off the slime is effectively destroyed.

Yellow Mold Medium mold, 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)


Sunlight Sensitivity. Sunlight or any amount of fire damage instantly destroys one patch of yellow mold.

Actions

Contact. If touched, the mold ejects a cloud of spores that fills a 10-foot cube originating from the mold. Any creature in the area must succeed on a DC 15 Constitution saving throw or take 11 (2d10) poison damage and become poisoned for 1 minute. While poisoned in this way, the creature takes 5 (1d10) poison damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.