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 sunlight, the kuo-toa has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.,
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 (ld4 + 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.
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 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 abil ity 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
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 (ld4 + 2) piercing damage.
Pincer Staff. Melee Weapon Attack: +4 to hit, reach 10ft.,
one target. Hit: 5 (1 d6 + 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.
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 sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
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 t0 hit, reach 5 ft. or range 20f60 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 Sf15 ft., 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.
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.
Invisible in Water. The water weird is invisible while fully
immersed in water.
Water Bound. The water weird dies if it leaves the water to
which it is bound or if that water is destroyed.
Constrict. Melee Weapon Attack: +5 to hit, reach 10ft., one
creature. Hit: 13 (3d6 + 3) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 13) and pulled 5 feet toward the water weird. Until this grapple ends, the target is restrained, the water weird tries to drown it, and the water weird can't constrict another target.
Shapechanger. The wererat can use its action to polymorph
into a rat-humanoid hybrid or into a giant rat, or back into its
true form, which is humanoid. 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.
Keen Smell. The were rat has advantage on Wisdom
(Perception) checks that rely on smell.,
Multiattack (Humanoid or Hybrid Form Only). The were rat
makes two attacks, only one of which can be a bite.
Bite (Rat or Hybrid Form Only). Melee Weapon Attack:
+4 to hit, reach 5 ft., one target. Hit: 4 (1 d4 + 2) piercing
damage. If the target is a humanoid, it must succeed on a
DC 11 Constitution saving throw or be cursed with were rat
lycanthropy.
Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow (Humanoid or Hybrid Form Only). Ranged
Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
,,
Multiattack.The giant makes two greatclub attacks.
Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft., one target.
Hit:19 (3d8 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target.
Hit:28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Reaction
Rock Catching.If a rock or similar object is hurled at the giant the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.
Keen Smell. The bear has advantage on WIS (Perception) checks that rely on smell.
Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5ft, one target. Hit: 5 (1d6 +2) piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5ft, one target. Hit: 7 (2d4 + 2) slashing damage.
Amphibious. The chuul can breathe air and water.
Sense Magic. The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.,
Multiattack. The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.
Pincer. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled.
Tentacles. One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Echolocation. The darkmantle can't use its blindsight
whi le deafened.
False Appearance. While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.
Crush. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (ld6 + 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 ta rget.
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 feet 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 min utes (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.
Two Heads. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Wakeful. When one of the ettin's heads is asleep, its other head is awake.,,
Multiattack. The ettin makes two attacks: one with its
battleaxe and one with its morningstar.
Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 14 (2d8 + 5) slashing damage.
Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.