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, reach 5 ft., one target.
Hit: 2 (1d4) bludgeoning damage., +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,,
Club
Melee Weapon Attack: +2 to hit reach 5 ft. one target.
Hit: 2 (1d4) bludgeoning damage.
Antimagic Susceptibility
The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance
While the armor remains motionless it is indistinguishable from a normal suit of armor., one target. Hit: 5 (1d6 + 2) bludgeoning damage., the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.
Multiattack.
The armor makes two melee attacks.
Slam
Melee Weapon Attack: +4 to hit, reach 5 ft. one target.
Hit: 5 (1d6 + 2) bludgeoning damage.
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Visanti Curses
see pg 28 of Curse of Strahd
Evil Eye (1/short rest)
One target in LoS within 10ft and cast one of the following spells (save DC 14): Animal Friendship, Charm Person or Hold Person. If target passes initial save, Madam Eva is blinded until end of next turn. Once target passes test, immune to any Visanti Evil Eye power for 24hr
Innate Spellcasting
Charisma (Spell DC 15), at will:
alter self, darkness, heat metal, invisibility (self), magic missile
Magic Resistance
Advantage on saves against spell or magical effects,
Magic Weapons
Claws
melee, +7 to hit, reach 5ft Hit: 8 (2d4 +3) slashing damage. Target must make a DC 14 Con Save , taking 10 (3d6) poison damage on fail, half on success
Teleport
teleport up to 60ft to unoccupied space it can see
Spell Casting
16th level, Intelligence (Save DC 17, +9 to hit)
Cantrip: fire bolt, mage hand, minor illusion, prestidigitation
1st Level (4 slots): detect magic, identify, shield, Tenser's floating disc
2nd Level (3 slots): detect thoughts, mirror image, phantasmal force, suggestion
3rd Level (3 slots): counterspell, fear, fireball
4th Level (3 slots): banishment, dimension door
5th Level (2 slots): contact other plane, hold monster
6th Level (1 slot): chain lightning
7th Level (1 slot): finger of death
8th Level (1 slot): mind blank
Magic Resistance
Advantage for saves against spells and other magical effects,
Dagger
Melee, +6 to hit, reach 5ft or range 30/60ft Hit: 4 (1d4+2) piercing damage
Spell Casting
18th level, Intelligence (DC 17, +9 spell attack).
Can cast Disguise Self and Invisibility at will
Cantrip: fire bolt, light, mage hand, prestidigitation, shocking grasp
1st Level (4 slots): Detect magic, identify, mage armour, magic missile
2nd Level (3 slots): detect thoughts, mirror image, misty step
3rd Level (3 slots): counterspell, fly, lightning bolt
4th Level (3 slots): banishment, fire shield, stoneskin
5th Level (3 slots): cone of cold, scrying, wall of force
6th Level (1 slot): globe of invulnerability
7th Level (1 slot): teleport
8th Level (1 slot): mind blank
9th Level (1 slot): time stop
Assassinate.
During its first turn the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.
Evasion.
If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
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Multiattack.
The assassin makes two shortsword attacks.
Shortsword.
Melee Weapon Attack: +7 to hit, reach 5 ft. one target.
Hit: 6 (1d6 + 3) piercing damage and the target must make a DC 15 Constitution saving throw taking 24 (7d6) poison damage on a failed save or half as much damage on a successful one.
Light Crossbow.
Ranged Weapon Attack: +7 to hit, range 80/320 ft. one target.
Hit: 7 (1d8 + 3) piercing damage and the target must make a DC 15 Constitution saving throw taking 24 (7d6) poison damage on a failed save or half as much damage on a successful one.
Sneak Attack (1/Turn).
The assassin deals an extra 13 (4d6) damage when it 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 the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
Shapechanger:
Can use action to polymorph into a swarm of flies or back
Blessing of Mother Night
Shielded against divination magic, as though by non-detection spell.,
Multi Attack
3 attacks with Quarterstaff
Quarterstaff
melee, +8 to hit, reach 5ft, Hit: 7 (1d6 + 4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage if wielded with two hands
Summon Swarms of Insects (Recharges after rest)
Summon 1d4 Swarms of Insects with 60ft feet.
Spell Casting
16th level, Intelligence (DC17, +9 to hit)
Cantrip: Acid Splash, fire bolt, light, mage hand, prestidigitation
1st Level (4 slots): detect magic, magic missile, sleep, witch bolt
2nd Level (3 slots): crown of madness, enlarge/reduce, misty step
3rd Level (3 slots): dispel magic, fireball, lightning bolt
4th Level (3 slots): blight, Evard's black tentacles, polymorph
5th Level (2 slots): cloudkill, geas, scrying
6th Level (1 slots): programmed illusion, true seeing
7th Level (1 slots): finger of death, mirage arcane
8th Level (1 slot): power word stun,
Anti-magic susceptibility
If core gem is within antimagic field, incapacitated. If targeted with dispel magic, Hut must pass Con save against caster's spell save DC or fall unconscious for 1 minute.
Seige Monster
Double damage against objects or structures.,
Multi attack
3 attacks with roots. Can replace 1 with rock attack
Root
melee, +12 to hit, reach 60ft, Hit: 30 (4d10 + 8) bludgeoning damage
Rock
ranged, +12 to hit, range 120ft Hit: 21 (3d8 + 8) bludgeoning damage
If opponent is inside 15ft square hut, can see glow of gem beneath floorboards in middle. Can break boards with DC 14 Strength check or by dealing 10 damage to them. There are now teeth in the cavity - must make a DC 20 Dex save to grab gem. Failure means no gem and 10 (3d6) piercing damage.
Removing gem incapacitated the house.
Full of Snakes
When reduced to 0 HP, a swarm of poisonous snakes is disgorged.
Club. Melee Weapon Attack: +2 to hit, reach 5 ft. one target.
Hit: 2 (1d4) bludgeoning damage.
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Multi-attack.
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 (ld6 + 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.
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.
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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.
Detect Life
Can magically sense the presence of living beings up to 5 miles away. Knows the general direction, but not exact locations.
Incoporeal Movement
Can move through other creatures and objects, but if ends turn in something, takes 5 (1d10) force damage,
Corrupting Touch
melee spell attack: +4 to hit, reach 5ft
Hit: 12 (3d6 +2) necrotic damage
Horrifying Visage,
Each non-undead creature within 60ft must pass DC13 Wisdom save or be frightened for 1 minute. Can repeat saving throw at the end of each of its turns (with disadvantage if banshee is within LoS). After passing the saving throw or effect ends, target is immune to Horrifying Visage for the next 24 hours.
Wail (1/day)
If banshee is not in sunlight. Does not effect constructs or undead. All other creatures within 30ft and can hear her must make a DC 13 Con save. On failure, they drop to 0 HP, on a success, they take 10 (3d6) psychic damage.
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Pitchfork.
Melee Weapon Attack: +2 to hit, reach 5 ft. one target.
Hit: 2 (1d6) bludgeoning damage.
Keen Hearing and Sight.
The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.,
Multiattack.
The scout makes two melee attacks or two ranged attacks.
Shortsword.
Melee Weapon Attack: +4 to hit, reach 5 ft. one target.
Hit: 5 (1d6 + 2) piercing damage.
Crossbow.
Ranged Weapon Attack: +4 to hit, ranged 80/320 ft. one target.
Hit: 6 (1d8 + 2) piercing damage.
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Claws (Requires Alter Self)
melee, +3 hit, reach 5ft,
Hit: 4 (1d6 + 1) slashing damage - magical
Dagger
melee or ranged, +2 to hit, reach 5ft or range 20/60ft
Hit: 2 (1d4) piercing damage
Spellcasting
3rd level spell caster, Intelligence (DC 12, +4 to hit)
Cantrips: mage hand, prestidigitation, ray of frost
1st Level (4 slots): ray of sickness, sleep, Tasha's hideous laughter
2nd Level (2 slots): alter self, invisibility
Echolocation
Can't use blindsight if deafened
Keen Hearing
Advantage on Perception checks relying on hearing.,
Bite
melee +0 to hit, reach 5ft
Hit: 1 piercing damage.
Reckless.
At the start of its turn the berserker can gain advantage on all melee weapon attack rolls during that turn but attack rolls against it have advantage until the start of its next turn.
Greataxe.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 9 (1d12 + 3) slashing damage.
Confer Fire Resistance.
Can grant Resistance to Fire Damage to anyone riding it
Illumination
Sheds bright light 10ft radius, and dim light a further 10ft,
Hooves
melee, +6 to hit, reach 5ft Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage
Ethereal Stride
Beucephalus and up to three willing creatures within 5ft of it magically enter the Ethereal Plane from the Material Plane and vice versa
Amorphous
Can move through 1 inch narrow space without squeezing
Corrosive Form
A creature that touches or melee hits the pudding while within 5ft takes 4 (1d8) acid damage. Any non-magical weapon that hits pudding corrodes, taking a permanent and cumulative -1 to damage rolls. at -5, the weapon is destroyed. Nonmagical ammunition is destroyed
Can eat through 2 inch thick nonmagical wood or metal in 1 round,
Psuedopod
melee, +5 to hit, reach 5ft
Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armour worn by target is partially dissolved, taking a permanent and cumulative -1 penalty. Armour is destroyed when reduced to 10 AC
Reaction - Split
When a medium or larger pudding is subjected to lightning or slashing damage, splits into two new puddings (if the original has at least 10HP). Each new pudding has health equal to half the original's, rounded down. New puddings are one size smaller than the original.
Spider Climb
Anti-magic Susceptibility
Incapacitated if within anti-magic field. If targeted with dispel magic, the broom must make a Con save vs spellcaster's DC or fall unconcious for 1 minute.
False appearance
While motionless, and isn't flying, indistinguishable from a normal broom.,
Multi Attack
Two melee attacks
Broomstick
melee +5 to hit, reach 5ft,
Hit: 5 (1d4 +3) bludgeoning damage.
Reaction - Animated Attack
If motionless and a creature takes hold of the broom, broom makes Dex check contested by creatures Strength. If broom wins, it flies from creature's grasp and makes a melee attack against it with advantage.
Keen Smell
Advantage on Wisdom (Perception) checks relying on smell,
Claws
Melee, +0 to hit, reach 5ft
Hit: 1 slashing damage.
Acid Absorption
Acid damage restores HP
Immutable Form
Immune to magic that changes its form
Magic Resistance
Advantage on saves from spells or magic effects,
Multi-Attack
Two Slam attacks
Magical Weapons
Slam
Melee, +8 to hit, reach 5ft
Hit: 16 (2d10 + 5) bludgeoning damage, target makes DC 15 Con Save or have max HP reduced by damage taken (0 max HP = death). Effect removed by Greater Restoration or similar
Haste (Recharge 5-6)
Until end of next turn, magically gains +2 AC, has advantage on Dex Saves, and can Slam as bonus action
Berserk
If starts turn with <= 60 HP, roll a d6. On a 6, goes berserk. Attacks nearest creature it can see. If no creature near enough to move and attack, attacks object. Continues berserk until destroyed or restored to full HP.
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Club.
Melee Weapon Attack: +2 to hit reach 5 ft. one target.
Hit: 2 (1d4) bludgeoning damage.
Turn Immunity
Immune to 'Turn Undead'.,
Claw
melee, +3 to hit, reach 5ft,
Hit: 3 (1d4 + 1) bludgeoning or slashing damage
Dark Devotion.
The fanatic has advantage on saving throws against being charmed or frightened.
Spellcasting.
The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11 +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): command, inflict wounds, shield of faith
2nd level (3 slots): hold person, spiritual weapon, ,
Multiattack.
The fanatic makes two melee attacks.
Dagger.
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft. one creature.
Hit: 4 (1d4 + 2) piercing damage.
Dark Devotion.
The cultist has advantage on saving throws against being charmed or frightened.
Scimitar.
Melee Weapon Attack: +3 to hit, reach 5 ft. one creature.
Hit: 4 (1d6 + 1) slashing damage.
Magic Resistance
Advantage on Saves against spells and magical effects
Regeneration
Regains 10 HP at the start of its turn if it has at least 1 HP,
Multiattack
one bite and two with either claws or greatsword
Magic Weapons
Bite (Slaad form only)
melee, +9 to hit, reach 5ft
Hit: 9 (1d8 +5) piercing damage plus 7 (2d6) necrotic damage
Claws (Slaad form only)
melee, +9 to hit, reach 5ft
Hit: 10 (1d10 + 5) slashing damage plus 7 (2d6) necrotic damage
Greatsword
melee, +9 to hit, reach 5ft
Hit: 12 (2d6 +5) slashing damage plus 7 (2d6) necrotic damage
Shapechanger
Can ploymorph into a Small or Medium humanoid.
Innate Spellcasting
Charisma, DC 15, +7 to hit
At Will: detect magic, detect thoughts, invisibility (self), mage hand, major image.
2/day: fear, fireball, fly, tongues
1/day: cloudkill, plane shift
Keen Hearing and Smell.
The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics.
The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.,,
Bite.
Melee Weapon Attack: +5 to hit, reach 5 ft. one target.
Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
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Hooves
Melee +6 to hit, reach 5ft,
Hit: 9 (2d4 + 4) bludgeoning damage
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Multi-Attack
Two attacks- one with claws, and one with bite
Bite
melee, +2 to hit, reach 5ft
Hit: 3 (1d6) piercing damage
Claws
melee, +2 to hit, reach 5ft
Hit: 5 (2d4) slashing damage
Fetid Cloud (1/Day)
10ft radius out from Dretch. Goes around corners and the area is lightly obscured. Lasts for 1 minute or until strong wind. Any creature starts its turn in the area, must succeed on a DC 11 Constitution save or be poisoned until the start of its next turn. While poisoned in this way, cannot take actions, bonus actions, or reactions.
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Quarterstaff
melee +2 to hit (+4 with shillelagh), 5ft reach.
Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage with shillelagh or with two hands.
Spells:
4th level caster, Wisdom. Spell attacks +4, Save DC12
Cantrip: Druidcraft, produce flame, shillelagh
1st (4 slots): entangle, longstrider, speak with animals, thunderwave
2nd (3 slots): animal messenger, barkskin
Charge.
If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn the target takes an extra 7 (2d6) damage. If the target is a creature it must succeed on a DC 13 Strength saving throw or be knocked prone.,
Ram.
Melee Weapon Attack: +5 to hit, reach 5 ft. one target.
Hit: 6 (1d6 + 3) bludgeoning damage.
Hooves.
Melee Weapon Attack: +5 to hit, reach 5 ft. one prone creature.
Hit: 8 (2d4 + 3) bludgeoning damage.
Shapechanger
The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true humanoid form. Stats are the same save for AC. Equipment isn't transformed. Reverts to true form when dies.
Keen Hearing and Smell
Has advantage on Wisdom (Perception) checks that rely on hearing or smell.,
Multiattack (human or hybrid form only)
Can make two attacks, one with bite and the other with claw or spear.
Bite (Wolf or Hybrid Form only)
melee attack: +4 to hit, reach 5ft,
Hit: 6 (1d8 + 2) piercing damage. If target is humanoid, must succeed on a DC12 Con save or be cursed with werewolf lycanthropy
Claws (Hybrid only)
Melee+4 to hit, reach 5ft,
Hit: 6 (2d4 + 2) Slashing damage
Spear (Humanoid only)
melee or ranged, +4 to hit, reach 5ft or range 20/60ft.
Hit: 5 (1d6 + 2) piercing damage or 6 (1d8 + 2) piercing damage if used with two hands in melee.
Legendary Resistance (3/Day)
If fails a Save throw, can choose to succeed.
Rejuvenation
If has its phylactery, gains a new body in 1d10 days, regaining all HP and becoming active again. Appears within 5ft of its phylactery
Turn Resistance
Advantage against effects that Turn Undead,
Paralysing Touch
melee spell, +12 to hit, reach 5ft
Hit: 10 (3d6) cold damage, target must pass a DC 18 Con Save or be paralysed for 1 minute. May repeat the save at the end of each turn to end the effect
Spell Casting
18th Level, Intelligence (DC 20, +12 attack)
Cantrips: mage hand, prestidigitation, ray of frost
3 Legendary actions, at the end of another character's turn
Cantrip - can cast a Cantrip
Paralysing Touch (2 actions)
Frightening Gaze (2 actions)
one target within 10ft and LoS. Target must pass a DC 18 Wis Save or be frightened for 1 minute. Can repeat save at the end of each turn to end effect. Once passed, immune for 24 hours.
Disrupt Life (3 Actions)
All living creatures within 20ft make DC 18 Con Save, taking 21 (6d6) necrotic damage on fail, half as much on success.
Legendary Resistance (3/Day)
If fails a Save throw, can choose to succeed.
Rejuvenation
If has its phylactery, gains a new body in 1d10 days, regaining all HP and becoming active again. Appears within 5ft of its phylactery
Turn Resistance
Advantage against effects that Turn Undead,
Paralysing Touch
melee spell, +12 to hit, reach 5ft Hit: 10 (3d6) cold damage, target must pass a DC 18 Con Save or be paralysed for 1 minute. May repeat the save at the end of each turn to end the effect
Spell Casting 18th Level, Int (DC 20, +12 attack)
Cantrips: mage hand, prestidigitation, ray of frost
1st (4 slots): detect magic, magic missile, shield, thunderwave
2nd (3 slots): detect thoughts, invisibility, Melf's Acid Arrow, mirror image
3rd (3 slots): animate dead, counterspell, dispel magic, fireball
4th (3 slots): blight, dimension door
5th (3 slots): cloudkill, scrying
6th (1 slot): disintergrate, globe of invulnerability
7th (1 slot): finger of death, plane shift
8th (1 slot): dominate monster, power word stun
9th (1 slot): power word kill
3 Legendary actions, end of another character's turn
Cantrip - can cast a Cantrip
Paralysing Touch (2 actions)
Frightening Gaze (2 actions)
one target within 10ft and LoS. Target must pass a DC 18 Wis Save or be frightened for 1 minute. Can repeat save at the end of each turn to end effect. Once passed, immune for 24 hours.
Disrupt Life (3 Actions)
All living creatures within 20ft make DC 18 Con Save, taking 21 (6d6) necrotic damage on fail, half as much on success.
Equipment
2x potion of greater healing (4d4 + 4). 6x Holy Water (20ft range, 2d6 radiant damage), 3x wooden stakes
Spellcasting
7th level, Intelligence, save DC14, +6 to hit
Cantrip: Fire bolt, light, mage hand, pretidigitation
1st Level (4 slots): protection from good and evil, magic missile, shield
2nd Level (3 slots): darkvision, knock, mirror image
3rd Level (3 slots): clairvoyance, lightning bolt, magic circle
4th Level (1 slot): greater invisibility,
Multi attack
3 attacks - 2 with +1 rapier, 1 with +1 handaxe or silver shortsword
+1 rapier
melee +8 to hit, reach 5ft Hit: 9 (1d8+5) piercing damage
+1 handax
melee or ranged, +6 to hit, reach 5ft or range 20/60 Hit: 7 (1d6 +3) slashing damage
Silvered Shortsword
melee, +7 to hit, reach 5ft Hit: 7 (1d6+4)
Curse (recharges after long rest)
One target within LoS within 30ft. Target must pass DC 14 Wis save or be cursed. The curse is vulnerability to one type of damage of Esmerelda's choice. Curse ends with greater restoration or remove curse. When curse ends, Esmerelda takes 3d6 psychic damage.
Evil Eye (recharge after short rest)
One target in LoS within 10ft, can cast one of the following spells on target (DC 14): animal friendship, charm person, or hold person. If target succeed's initial saving throw, Ezmerelda is blinded until start of her next turn. Once target resists, immune to Evil Eye of any Visanti for 24 hours.
Illumination
Sheds dim light in 15ft radius, or bright light for 15ft and dim for a further 15ft
Magic Resistance
Advantage on saving throws against spells or other magical effects
Rejuvenation
If destroyed, regains all HP in 1 hour unless holy water sprinkled on remains, or dispel magic or remove curse cast on them.,
Spellcasting:
5th level spellcaster, Intelligence. Spell save DC13, +5 spell attacks.
Cantrip: mage hand
1st level (3 slots): magic missile, shield
2nd level (2 slots): blur, flaming sphere
3rd level (1 slot): fireball
Multi-attack
Can use Fire Ray twice
Fire Ray
Range Spell Attack. +5 to hit, range 30ft,
Hit: 10 (3d6) fire damage.
Aversion to Fire
If takes fire damage, disadvantage on attack rolls and ability checks until end of its turn
Immutable Form
immune to any spell or effect that would alter its form
Magic Resistance
advantage on saves from spells or magical effects,
Multiattack
two Slam attacks
Magical Weapons
Slam
melee, +7 to hit, reach 5ft
Hit: 13 (2d8 + 4) bludgeoning damage.
Berserk
If starts turn with <= 40 HP, roll a d6. On a 6, goes berserk. Attacks nearest creature it can see. If no creature near enough to move and attack, attacks object. Continues berserk until destroyed or restored to full HP.
If creator is within 60ft, can try to calm down - DC 15 Charisma (Persuasion) check. May yet go berserk again.
Lightning Absorption
Restore lightning damage to health.
Anti-magic Susceptibility
Incapacitated if within anti-magic field. If targeted with dispel magic, the sword must make a Con save vs spellcaster's DC or fall unconcious for 1 minute.
False appearance
While motionless, and isn't flying, indistinguishable from a normal sword.,
Halberd
melee, +3 to hit, reach 5ft
Hit: 6 (1d10 + 1) slashing damage
Anti-magic Susceptibility
Incapacitated if within anti-magic field. If targeted with dispel magic, the sword must make a Con save vs spellcaster's DC or fall unconcious for 1 minute.
False appearance
While motionless, and isn't flying, indistinguishable from a normal sword.,
Longsword
melee, +3 to hit, reach 5ft
Hit: 5 (1d8 + 1) slashing damage
False Appearance
While motionless, indistinguishable from mundane statue,
Multi Attack
one bite and one claw
Bite
melee, +4 to hit, reach 5ft
Hit: 5 (1d6 + 2) piercing damage
Claw
melee, +4 to hit, reach 5ft
Hit: 5 (1d6 + 2) slashing damage
Stench
Any creature that starts turn within 5ft must pass DC 10 Con Save or be poisoned until the start of their next turn. On success, immune for 24 hrs
Turning Defiance
The ghast and any ghouls within 30ft have advantage against effects that Turn Undead,
Bite
melee, +3 to hit, reach 5ft
Hit: 12 (2d8 +3) piercing damage
Claws
melee, +5 to hit, reach 5ft,
Hit: 10 (2d6 + 3) slashing, target must succeed DC 10 Con Save or be paralysed for 1 minute. Target can repeat save at the end of each turn their turns to end the effect
Spider Climb
Stench
Any creature that starts turn within 5ft must pass DC 10 Con Save or be poisoned until the start of their next turn. On success, immune for 24 hrs
Turning Defiance
The ghast and any ghouls within 30ft have advantage against effects that Turn Undead,
Bite
melee, +3 to hit, reach 5ft
Hit: 12 (2d8 +3) piercing damage
Claws
melee, +5 to hit, reach 5ft,
Hit: 10 (2d6 + 3) slashing, target must succeed DC 10 Con Save or be paralysed for 1 minute. Target can repeat save at the end of each turn their turns to end the effect
Ethereal Sight.
The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane and vice versa.
Incorporeal Movement.
Can move through other creatures and objects. Takes 5 (1d10) force damage if it ends its turn in side an object. or vice versa. It is visible on the Material Plane while it is in the Border Ethereal and vice versa yet it can't affect or be affected by anything on the other plane,
Withering Touch.
Melee Weapon Attack: +5 to hit, reach 5 ft. one target. Hit: 17 (4d6 + 3) necrotic damage.
Etherealness.
The ghost enters the Ethereal Plane from the Material Plane or vice versa. It is visible on the Material Plane while it is in the Border Ethereal and vice versa yet it can't affect or be affected by anything on the other plane.
Horrifying Visage.
Each non-undead creature within 60ft of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell but only within 24 hours of it occurring.
Possession (Recharge 6).
5ft range, Save DC 13 Charisma. See page 147 in Monster Manual
Bite.
Melee Weapon Attack: +2 to hit, reach 5 ft. one creature.
Hit: 9 (2d6 + 2) piercing damage.
Claws.
Melee Weapon Attack: +4 to hit, reach 5 ft. one target.
Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead it must succeed on a DC 10 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.
,
Bite
melee, +6 to hit, reach 10ft
Hit: 6 (1d4 + 4) piercing damage, target must make a DC 11 Con Save or take 10 (3d6) poison damage on fail, half as much on success
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.,
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).
Spider Climb
Web Sense
While in contact with a web, knows the exact location of any other creature in contact with the same web
Web Walker
Ignores movement restrictions for webbing,
Bite
melee, +3 to hit, reach 5ft
Hit: 4 (1d6 +1) piercing damage. Target must make a DC 11 Con Save taking 7 (2d6) poison damage on fail, half as much on success. If the target is reduced to 0 HP by poison damage, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralysed while poisoned this way.
Brave
Advantage on saves vs frightened
Brute
one extra die of damage in melee (included),
Multiattack
3 melee or 2 ranged attacks
Spear
Melee or ranged, +7 to hit, reach 5ft or range 20/60ft.
Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 +4) piercing damage if two handed in melee
Shield Bash
melee, +7 to hit, reach 5ft.
Hit: 9 (2d4+4) bludgeoning damage. If target is medium or smaller, must pas a DC 15 Strength test or be knocked prone.
Reaction - Parry
+3 AC against one melee attack that would hit Gladiator. Must see attacker and be wielding a melee weapon.
Charge
Move at least 20ft straight towards target and hits with Ram, target takes an extra 2 (1d4) bludgeoning damage, then makes DC 10 Str Save or fall prone
Sure-Footed
Advantage on Str and Dex Saves that would knock prone,
Ram
melee, +3 to hit, reach 5ft
Hit: 3 (1d4 +1) bludgeoning damage.
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.
,
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.
False Appearance.
While the ooze remains motionless it is indistinguishable from an oily pool or wet rock.
Amphibious
Can breathe air and water
Innate Spellcasting
Charisma, save DC 12,
At will: dancing lights, minor illusion, vicious mockery
Mimicry
Can mimic animal sounds and voices, DC 14 Wisdom (Insight) check to determine fake,
Claws
Melee, +6 to hit, reach 5ft.
Hit: 13 (2d8 + 4) slashing damage
Illusory Appearance
Makes self look like another creature or rough size and shape. Inspecting the illusion takes DC 20 intelligence check to discern that there is a magical disguise.
Invisible Passage
Can go invisible until attacks or concentration breaks. Cannot be tracked by anything other than magic.
Hag Coven (CR increased to 5 (1,800))
Requires all 3 Hags, and to be within 30ft of each other. Share spell slots
1st Level (4 slots): identify, ray of sickness
2nd Level (3 slots): hold person, locate object
3rd Level (3 slot): bestow curse, counterspell, lightning bolt
4th Level (3 slots): phantasmal killer, polymorph
5th Level (2 slots): contact another plane, scrying
6th Level (1 slot): eyebite
Stone Camouflage
Advantage on Dexterity (Stealth) to hide in rocky terrain,
Multi-Attack
One attack with tentacles - if that hits, one beak attack on that target
Tentacles
melee, +4 to hit, reach 5ft
Hit: 9 (2d6 +2) slashing damage
Beak
melee, +4 to hit, reach 5ft
Hit: 5 (1d6 + 2) piercing damage
,,
Spear.
Melee or Ranged Weapon Attack: +3 to hit, reach 5ft or range 20/60ft, one target.
Hit: 4 (1d6 + 1) piercing damage.
Anti-magic Susceptibility
Incapacitated if within anti-magic field. If targeted with dispel magic, the broom must make a Con save vs spellcaster's DC or fall unconcious for 1 minute.
False Appearance
While the figure in the portrait remains motionless, it is indistinguishable from a normal painting.,
Innate Spell Casting
Intelligence, Save DC 12
3/day each: counterspell, crown of madness, hypnotic pattern, telekinesis
Keen Hearing and Smell
Advantage on Wisdom (Perception) that rely on sight or hearing
Pack Tactics
If an ally is within 5ft of a target, gain Advantage on attacks against that target,
Bite
melee, +5 to hit, reach 5ft
Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage
Fire Breathe (recharge 5-6)
15ft cone, all creatures within must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a fail, or half as much on a success
Devil's Sight
Magical darkness doesn't impede darkvision
Magic Resistance
Advantage on saves against spells or other magical effects,
Sting (Bite in Beast Form)
melee, +5 to hit, reach 5ft
Hit: 5 (1d4 + 3) piercing damage and the target must make a DC 11 Constitution Save, taking 10 (3d6) poison damage on a failed save, or half as much on a success
Invisibility
Turns invisibility until concentration ends or attacks.
Shapechanger
Can polymorph into a rat (20ft speed), a raven (20ft, fly 60ft), or a spider (20ft, climb 20ft), or back to its true form.
Invisible
Faultless Tracker
Stalker always knows direction and distance to quarry, and location of its summoner,
Multi Attack
2 slam attacks
Slam
Melee, +6 to hit, reach 5ft,
Hit: 10 (2d6 + 3) bludgeoning damage
,,
Rapier
Melee Weapon Attack: +3 to hit, reach 5 ft. one target.
Hit: 5 (1d8 + 1) piercing damage.
Reactions
Parry
The noble adds 2 to its AC against one melee attack that would hit it. To do so the noble must see the attacker and be wielding a melee weapon.
Fire Absorption
Whenever takes fire damage, takes no damage and regains HP equal to the damage taken.
Immutable Form
immune to any spell or effect that would alter its form.
Magic Resistance
Has advantage on saving throws against spells and other magical effects,
Multi-Attack
Makes 2 melee attacks
Magic Weapons
Slam
Melee, +13 to hit, reach 5ft,
Hit: 20 (3d8 + 7) bludgeoning damage
Sword
Melee, +13 to hit, reach 10ft
Hit: 23 (3d10 +7) slashing damage
Poison Breath (Recharge 6)
The golem exhales a poisonous gas in a 15ft cone. Each creature in that area must make a DC 19 Con save, taking 45 (10d8) poison damage on a failed save, and half as much on a successful one.
Brute
melee attacks do one extra die of damage (included),
Multi Attack
2 melee attacks
Battleaxe
Melee, +7 to hit, reach 5ft
Hit: 13 (2d8+4) slashing damage, or 15 (2d10 +4) with two hands
Hurl Flame
Range, +5 to hit, range 60ft
Hit: 10 (3d6) fire damage. If target is a flammable object that isn't worn or carried, it catches fire.
Fey Ancestry
Advantage on saves vs charm, can't be magically put to sleep
Ring of Warmth
Resistance to Cold, and immunity to extreme cold weather down to -50oF
Dagger
Melee or Ranged Weapon Attack: +5 to hit reach 5 ft. or range 20/60 ft. one target.
Hit: 4 (1d4 + 2) piercing damage.
Spell book additionally includes:
Cantrip: Ray of Frost
1st Level: Comprehend Languages, Identify, Protection from Good and Evil
2nd Level: Arcane Lock, Hold Person, Locate Object
3rd Level: Nondetection
4th Level: Polymorph
5th Level: Wall of Stone
Spellcasting.
9th-level Intelligence (DC 14, +6 to hit).
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): misty step, suggestion
3rd level (3 slots): counterspell, fireball, fly
4th level (3 slots): greater invisibility, ice storm
5th level (1 slot): cone of cold
Shapechanger
The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true humanoid form. Stats are the same save for AC. Equipment isn't transformed. Reverts to true form when dies.
Keen Hearing and Smell
Has advantage on Wisdom (Perception) checks that rely on hearing or smell.,
Multiattack (human or hybrid form only)
Can make two attacks, one with bite and the other with claw or spear.
Bite (Wolf or Hybrid Form only)
melee attack: +4 to hit, reach 5ft,
Hit: 6 (1d8 + 2) piercing damage. If target is humanoid, must succeed on a DC12 Con save or be cursed with werewolf lycanthropy
Claws (Hybrid only)
melee +4 to hit, reach 5ft,
Hit: 6 (2d4 + 2) Slashing damage
Spear (Humanoid only)
melee or ranged, +4 to hit, reach 5ft or range 20/60ft.
Hit: 5 (1d6 + 2) piercing damage or 6 (1d8 + 2) piercing damage if used with two hands in melee.
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., +5 to hit with spell attacks).
The priest has the following cleric spells prepared:
Cantrips (at will): light,, mending, thaumaturgy
1st level (4 slots): command, purify food and drink, sancturary
2nd level (3 slots): augury, gentle repose, hold person
3rd level (2 slots): animate dead, create food and water
Mace
Melee Weapon Attack: +2 to hit, reach 5 ft. one target.
Hit: 3 (1d6) bludgeoning damage.
Spellcasting.
5th-level spellcaster. Wisdom (spell save DC 13, +5 to hit with spell attacks).
The priest has the following cleric spells prepared:
Cantrips (at will): light, mending, thaumaturgy
1st level (4 slots): command, purify food and drink, sancturary
2nd level (3 slots): augury, gentle repose, hold person
3rd level (2 slots): animate dead, create food and water
Dagger
Melee, +6 to hit, reach 5ft or range 30/60ft
Hit: 4 (1d4+2) piercing damage
Magic Resistance
Advantage for saves against spells and other magical effects,
Spell Casting
18th level, Intelligence (DC 17, +9 spell attack).
Can cast Disguise Self and Invisibility at will
Cantrip: fire bolt, light, mage hand, prestidigitation, shocking grasp
1st Level (4 slots): Detect magic, mage armour*, magic missile, sheild
2nd Level (3 slots): mirror image, misty step, web
3rd Level (3 slots): counterspell, fly, lightning bolt
4th Level (3 slots): Mordenkainen's faithful hound, polymorph, stoneskin*
5th Level (3 slots): Bigby's hand, cone of cold, scrying
6th Level (1 slot): true seeing
7th Level (1 slot): Mordenkainen's Magnificant Mansion*
8th Level (1 slot): mind blank*
9th Level (1 slot): time stop
*Already cast on self. Mind blank has 3d6 hours remaining
Dagger
Melee, +4 to hit, reach 5ft
Hit: 2(1d4) piercing damage
Curse
Target one creature within LoS within 30ft. target must pass DC 17 Wisdom save or be cursed. Cursed target is blinded and deafened. Can be ended with Greater Restoration or Remove Curse. When curse ends, Madam Eva takes 5d6 psychic damage,
Evil Eye (1/short rest)
One target in LoS within 10ft and cast one of the following spells (save DC 17): Animal Friendship, Charm Person or Hold Person. If target passes initial save, Madam Eva is blinded until end of next turn. Once target passes test, immune to any Visanti Evil Eye power for 24hr
Spell Casting
16th lvl caster, Wisdom (save DC 17, +9 to hit)
Cantrips: light, mending, sacred flame, thaumaturgy
1st Level (4 slots): bane, command, detect evil and good, protection from evil and good
2nd Level (3 slots): lesser restoration, protection from poison, spiritual weapon
3rd Level (3 slots): create food and water, speak with dead, spirit guardian
4th Level (3 slots): divination, freedom of movement, guardian of faith
5th Level (2 slots): greater restoration, raise dead
6th Level (1 slots): find the path, harm, true seeing
7th Level (1 slots): fire storm, regenerate
8th Level (1 slots): earthquake
,fly
4th level (3 slots): greater invisibility, ice storm
5th level (1 slot): cone of cold
Dagger.
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft. one target.
Hit: 4 (1d4 + 2) piercing damage.
Spellcasting.
9th-level Intelligence (DC 14, +6 to hit).
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): misty step, suggestion
3rd level (3 slots): counterspell, fireball, fly
4th level (3 slots): greater invisibility, ice storm
5th level (1 slot): cone of cold
Keen Hearing and Smell
Advantage on Wisdom (Perception) checks based on hearing or smell,
Bite
melee, +3 to hit, reach 5ft
Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, they must succeed on a DC 11 Strength save or be knocked prone.
,
Shovel
Melee Weapon Attack: +4 to hit, reach 5 ft.one target.
Hit: 4 (1d4+2) bludgeoning damage.
Adhesive (Object Form only)
adheres to anything that touches it - a Huge or smaller creature is also grappled by it (escape DC 13). Ability checks to escape grapple are at disadvantage
False Appearance (Object Form only)
When motionless, indistinguishable from normal, object
Grappler
Advantage on attack rolls against grappling,
Psuedopod
melee, +5 to hit, reach 5ft
Hit: 7 (1d8 + 3) bludgeoning damage. If in object form, target subjected to Adhesive trait
Bite
melee, +5 to hit, reach 5ft
Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage
Shapechanger
Can polymorph into an object or back into true amorphous form
Mimicry
can mimic any sound or voice its heard. Can tell sounds are imitations DC12 Wisdom (Insight) check,
Multi Attack
1 bite and 1 claw or dagger
Bite
melee, +3 to hit, reach 5ft
Hit: 3(1d4+1) piercing damage
Claw
melee +3 to hit, reach 5ft
Hit: 3 (1d4+1) piercing damage
Dagger
melee, +3 to hit, reach 5ft or range 20/60ft
Hit: 3 (1d4+1) piercing damage
Extraordinary Feature (d20)
1-3: Amphibious - can breathe water and air
4-9: Darkvision - 60ft darkvision
10: Flight - 40ft fly speed
11-15: Keen hearing and smell: Advantage on Perception checks
16-17: Spider climb
18-19: Standing leap: long jump 20ft, high jump 10ft
20: Two-headed: Advantage against blinded, charmed, deafened, frightened, stunned or knocked unconscious
Beast of Burden
Counts as large for the purposes of determining carry weight
Sure-Footed
Advantage on Str and Dex Saves made against effects that would knock it prone,
Hooves
melee, +2 to hit, reach 5ft
Hit: 4 (1d4 + 2) bludgeoning damage
,
Claws
melee, +3 to hit, 5ft reach,
Hit: 6 (2d4 + 1) piercing damage
Needles
Ranged, +3 to hit, range 30/60
Hit: 8 (2d6 + 1) piercing damage
Magic Resistance
Advantage against spells and spell effects
Innate Spell-casting
Charisma, spell save DC 13, +5 to hit spell attacks
At will: detect magic, magic missile
2/day: plane shift (self only), ray of enfeeblement, sleep,
Claws (Hag Form only)
Melee, +6 to hit, reach 5ft.
Hit: 13 (2d8 + 4) slashing damage
Change Shape:
Make self look like a medium or small humanoid
Etherealness:
Can go Ethereal if has their Heartstone
Night Haunting:
Touch sleeping target not protected by Protection from Good and Evil or a Magic Circle. Suffer dreadful visions, reduce max HP by 1d10, no benefit from rest. If max HP goes to 0, target dies, and if evil soul goes into soul bag. Hit point reduction can be undone with Greater Restoration.
Hag Coven (CR increased to 7 (2,900)
Requires all 3 Hags, and to be within 30ft of each other. Share spell slots
1st Level (4 slots): identify, ray of sickness
2nd Level (3 slots): hold person, locate object
3rd Level (3 slot): bestow curse, counterspell, lightning bolt
4th Level (3 slots): phantasmal killer, polymorph
5th Level (2 slots): contact another plane, scrying
6th Level (1 slot): eyebite
, the noble must see the attacker and be wielding a melee weapon.
Rapier.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (1d8 + 1) piercing damage.
Reactions
Parry.
The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.
Keen Sight
Advantage on Wisdom (Perception) relying on sight,
Multi-Attack
two claw attacks
Claw
melee, +4 to hit, reach 5ft
Hit: 6 (1d6 +3) slashing damage
Rotting Gaze
One target within 30ft and LoS must succeed a DC 12 Con Save or take 10 (3d6) necrotic damage
Weird Insight
One creature within 30ft and LoS must succeed a contested Nothic Wisdom (Insight) vs target's Charisma (Deception), or the Nothic magically learns one fact or secret about the target. Target auto-wins if immune to be charmed.
Brave
Advantage on saves vs frightened
Brute
one extra die of damage in melee (included),
Multiattack
3 melee or 2 ranged attacks
Spear
Melee or ranged, +7 to hit, reach 5ft or range 20/60ft.
Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 +4) piercing damage if two handed in melee
Reaction:
Parry
+3 AC against one melee attack that would hit Gladiator. Must see attacker and be wielding a melee weapon.
Ethereal Sight
Can see 60ft into the Ethereal plane.
Incoporeal Movement:
Can move through other creatures and objects as if difficult terrain. Takes 5 (1d10) force damage if ends turn inside object.,
Multi Attack
2 attacks with spectral longsword or spectral longbow
Spectral Longsword
melee, +5 to hit, reach 5ft Hit: 7 (1d8 +3) force damage
Etherealness
Enters or exits Ethereal plan. Can be seen, but can't be affected by or affected by things on Material plane.
Spectral Longbow
range, +2 to hit, range 150/600
Hit: 4 (1d8) force damage
Ethereal Sight
Can see 60ft into the Ethereal plane.
Incoporeal Movement:
Can move through other creatures and objects as if difficult terrain. Takes 5 (1d10) force damage if ends turn inside object.,
Multi Attack
2 attacks with spectral longsword
Spectral Longsword
melee, +5 to hit, reach 5ft
Hit: 7 (1d8 +3) force damage
Etherealness
Enters or exits Ethereal plan. Can be seen, but can't be affected by or affected by things on Material plane.
Ambusher
During first round of combat, has advantage on attack rolls against any creature that hasn't had a turn yet,
Club
melee +2 to hit, reach 5ft
Hit: 2 (1d4) bludgeoning damage
Dart
range +4 to hit, range 20/60ft
Hit: 4 (1d4 + 2) piercing damage
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.
Invisibility. The poltergeist is invisible,
Forceful Slam.
Melee Weapon Attack: +4 to hit, reach 5 ft. one creature.
Hit: 10 (3d6) force damage.
Telekinetic Thrust.
The poltergeist targets a creature or unattended object within 30 feet of it. A creature must be Medium or smaller and an object can weigh up to 150 pounds. Poltergeist makes Cha check vs target's Str check. If the poltergeist wins, hurl target up to 30 ft in any direction including upward. If the target then comes into contact with a hard surface or heavy object the target takes 1d6 damage per 10 ft moved.
If target is object, hurled up to 30 feet in any direction. The poltergeist can use the object as a ranged weapon attacking one creature along the object's path (+4 to hit) and dealing 5 (2d4) bludgeoning damage on a hit.
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.,,
Mace.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 3 (1d6) bludgeoning damage.
Spellcasting.
The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardians
Magic Resistance
Advantage against saves from spells and magical effects,
Claws (Bite in beast form)
melee, +4 to hit, reach 5ft
Hit: 5 (1d4 +3) piercing damage and target makes a DC 10 Con Save or take 5 (2d4) poison damage and become poisoned for 1 minute. Can repeat save at the end of each of their turns to end effect
Scare (1/day)
One creature within 20ft makes DC 10 Wis Save or be frightened for 1 minute. Target can retake save at the end of each turn (disadvantage if Quasit within LoS) to end effect
Invisibility
Turns invisible until attacks or uses Scare, or until concentration ends.
Shapechanger
Can polymorph into a bat (10ft, fly 40ft), a centipede (40ft, climb 40ft), or a toad (40ft, swim 40ft). Equipment carried or worn is not transformed. Reverts to true form when dies.
Fey Ancestry
Advantage against save throws against being charmed, can't be magically put to sleep.
Innate Spellcasting -Intelligence.
3/day: misty step, phantom steed
1/day: magic weapon, nondetection
Mark of the Wild
Can hide even if only lightly obscured in nature.,
Multi Attack
3 attacks with scimitar or 2 times with poisoned darts
Scimitar
melee +10 to hit, reach 5ft,
Hit: 9 (1d6 + 6) slashing damage
Poisoned Dart
melee +10 to hit, range 20/60,
Hit: 8 (1d4 + 6) piercing damage plus 5 (2d4) poison damage.
Deathly Choir
Any creature within 10ft of Rahadin that isn't protected by mind blank can hear the screams of the thousands that Rahadin has killed. As bonus action, Rahadin can make anyone who can hear the screams to make a DC 16 Wisdom save - 16 (3d10) psychic damage on failure, or half on success.
Mimicry.
The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are
imitations with a successful DC 10 Wisdom (Insight) check.,
Beak.
Melee Weapon Attack: +4 to hit, reach 5 ft, one target.
Hit: 1 piercing damage.
,
Bite
melee +6 to hit, reach 5ft
Hit: 9 (1d10 +4) piercing damage plus 3 (1d6) fire damage
Fire Breath (Recharge 5-6)
15ft cone. DC13 Dex save - failure is 24 (7d6) fire damage, half on success
Regeneration.
The revenant regains 10 hit points at the start of its turn. If takes fire or radiant damage this trait doesn't function at the start of the revenant's next turn. The revenant's body is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.
Turn Immunity.
The revenant is immune to effects that turn undead.,
Multiattack.
The revenant makes two longsword attacks.
Longsword.
melee, +7, reach 5ft
Hit: 15(2d10 +4) slashing damage, Strahd takes +14 (4d6) slashing damage
Vengeful Tracker.
The revenant knows the distance to and direction of any creature against which it seeks revenge even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies the revenant knows.
Rejuvenation.
When the revenant's body is destroyed its soul lingers. After 24 hours the soul inhabits and animates another corpse on the same plane of existence and regains all its hit points. While the soul is bodiless a wish spell can be used to force the soul to go to the afterlife and not return.
Special Equipment
Hat of Disguise, Ring of Mind Shielding, Scroll of Raise Dead
Undead Slayer
When hits undead with weapon attack, + 10 (3d6) damage,
Multi Attack
2 sword-cane attacks
Sword Cane
melee, +4 to hit, reach 5ft
Hit: 4 (1d6 + 1) bludgeoning damage (wooden cane) or piercing damage (silvered sword)
Spell Casting
9th-level, Wisdom. Save DC15, +7 to hit
Cantrips: guidance, light, mending, thaumaturgy
1st Level (4 slots): cure wounds, detect evil and good, protection from evil and good, sancturary
2nd Level (3 slots): augury, lesser restoration, protection from poison
3rd Level (3 slots): magic circle, remove curse, speak with dead
4th Level (3 slots): death ward, freedom of movement
5th Level (1 slot): dispel evil and good.
,
Hooves
melee, +2 to hit, reach 5ft
Hit: 8 (2d4 + 3) bludgeoning damage
Keen Sight
Advantage on Wisdom (Perception) checks that rely on sight,
Multi-attack
one with beak, one with talons
Beak
melee, +13 to hit, reach 10ft
Hit: 27 (4d8 + 9) piercing damage
Talons
melee, +13 to hit, reach 5ft
Hit: 23 (4d6 + 9) slashing damage and the target is grappled (escape DC 19). Until the grapple ends, target is restrained and the roc can't use its talons on another target.
Ethereal Sight.
The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane and vice versa.
Incorporeal Movement.
The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn in side an object., reach 5 ft. one target. Hit: 17 (4d6 + 3) necrotic damage.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and viae versa yet it can't affect or be affected by anything on the other plane.
Possession (Recharge 6).
5ft range, Save DC 13 Charisma. See page 147 in Monster Manual
Withering Touch.
Melee Weapon Attack: +5 to hit, reach 5 ft. one target.
Hit: 17 (4d6 + 3) necrotic damage.
Etherealness.
The ghost enters the Ethereal Plane from the Material Plane or vice versa. It is visible on the Material Plane while it is in the Border Ethereal and vice versa yet it can't affect or be affected by anything on the other plane.
Possession (Recharge 6).
5ft range, Save DC 13 Charisma. See page 147 in Monster Manual
Antimagic Susceptibility.
The rug is incapacitated while in the area of an antimagic field.If targeted by dispel magic the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Damage Transfer.
While it is grappling a creature, the rug takes only half the damage dealt to it and the creature grappled by the rug takes the other half.
False Appearance.
While the rug remains motionless, it is indistinguishable from a normal rug.,
Smother.
Melee Weapon Attack: +5 to hit, reach 5 ft. one Medium or smaller creature.
Hit: The creature is grappled (escape DC 13). Until this grapple ends the target is restrained blinded, and at risk of suffocating and the rug can't smother another target. In addition, at the start of each of the target's turns the target takes 10 (2d6 + 3) bludgeoning damage.
Keen Smell
Advantage on smell-based Perception tests
Pounce
If moves at least 20ft straight toward a target then hits it with a claw attack on the same turn, target must succeed on a DC 14 Strength save or be knocked prone. If target is prone, Tiger can make a Bite attack as a bonus action on target.,
Bite
melee, +6 to hit, reach 5ft
Hit: 10 (1d10 +5) piercing damage
Claw
melee, +6 to hit, reach 5ft
Hit: 12 (2d6 + 5) slashing damage.
Charge
If moves at least 20ft straight towards target and hits with Ram, target takes an extra 5 (2d4) bludgeoning damage and must succeed a DC 13 Str save or be knocked prone
Sure-Footed
Advantage on Str and Dex saves against going prone,
Ram
melee, +5 to hit, reach 5ft
Hit: 8 (2d4 + 3) bludgeoning damage.
Damage Vulnerability: Fire
False Appearance.
While motionless, indistinguishable from mundane scarecrow.,
Multiattack
Two claw attacks
Claw
melee, +3 to hit, reach 5 ft
Hit: 6 (2d4+1) slashing damage, and if creature, must pass DC 11 Wisdom save or be frightened until end of scarecrow's next turn.
Terrifying Glare
Target one creature in LoS within 30ft. If target can see Scarecrow, must succeed a DC 11 Wisdom save or be magically frightened until end of Scarecrow's next turn. Frightened creature is also paralysed.
Keen Hearing and Sight.
The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.,
Multiattack.
The scout makes two melee attacks or two ranged attacks.
Shortsword.
Melee Weapon Attack: +4 to hit, reach 5 ft. one target.
Hit: 5 (1d6 + 2) piercing damage.
Longbow.
Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target.
Hit: 6 (1d8 + 2) piercing damage.
Damage Vulnerabity: Radiant
Incorpreal Movement
Can move through other creatures and objects, but it ends its turn in something else, takes 5 (1d10) force damage,
Claw
melee, +5 to hit, reach 5ft
Hit: 10 (2d6 +3) psychic damage or, if the demon had advantage on the attack roll, 17 (4d6 +3) psychic damage.
Light Sensitivity
While in bright light, the demon has disadvantage on attack and ability rolls, as well as Wisdom (Perception) checks that rely on sight.
Shadow Stealth
While in dim light, or darkness, the demon can take the Hide action as a bonus action.
Damage Vulnerabiliy: Radiant
Amorphous:
Can move through space as narrow as 1 inch without squeezing
Shadow Stealth
With in dim light or darkness, can take Hide as a bonus action
Sunlight Weakness
While in Sunlight, disadvantage on attack rolls, ability checks and saving throws.,
Strength Drain
melee, +4 to hit, 5ft reach,
Hit: 9 (2d6 +2) necrotic damage, and the target's Strength is reduced by 1d4. If reduced to 0 Strength, target dies - Otherwise, the reduction lasts until short or long rest.
If non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.
Lightning Absorption.
Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.
Multiattack.
Two slam attacks. If both attacks hit a Medium or smaller target, they are grappled (escape DC 14) and the shambling mound uses its Engulf on it.
Slam.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) bludgeoning damage.
Engulf.
The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained and unable to breathe and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves the engulfed target moves with it. The mound can have only one creature engulfed at a time.
Bound
Magically bound to amulet. Bearer of the amulet can telepathically call the Shield Guardian to it, the Guardian knows the distance and direction of the amulet. If Guardian is within 60ft of Bearer, half of any damage the Bearer receives is magically transferred to the Shield Guardian
Regeneration
Regains 10 HP at the start of its turn, so long as have at least 1 HP,
Multi-Attack
Two Fist attacks
Fist
melee, +7 to hit, reach 5ft
Hit: 11 (2d6 + 4) bludgeoning damage
REACTION:
When an opponent makes an attack against the amulet bearer, the bearer has +2 AC if within 5ft of the Shield Guardian
Spell Storing
Spell caster who bears the amulet can store a spell up to 4th Level. To do so, cast spell on the Shield Guardian (no effect, but stored).
The spell can be cast from Guardian when instructed to do so or when a predetermined situation arises.
When spell is cast, or new spell is stored, the previous is lost.