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
Spells:
16th level, uses Wisdom (Save DC 15)
1st Level (4 slots): Command, detect magic, divine favour, thunderous smite
2nd Level (3 slots): aid, branding smite, magic weapon
3rd Level (3 slots): binding smite, dispel magic, remove curse
4th Level (2 slots): aura of purity, staggering smite
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.
Damage Vulnerabilities: bludgeoning
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 ft./320ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
Death Burst
When dies, leaves behind 5ft cloud of smoke. Lasts 1 minute, or until dispersed by wind
Innate Spellcasting (1/Day)
Can cast Dancing Lights. Uses Charisma
Claws
melee, +4 to hit, reach 5ft
Hit: 4 (1d4 +2) slashing damage
Cinder Breath (Recharge 6)
15-foot cone of smoldering ash. Each creature in the area must pass a DC 10 Dex save or be blinded until the end of the dragonet's/mephit's next turn.
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.,
Life Drain.
Melee Spell Attack: +4 to hit reach 5 ft. one creature.
Hit: 10 (3d6) cold 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.
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.,
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.
Cunning Action.
On each of its turns the spy can use a bonus action to take the Dash, Disengage or Hide action.
Multiattack.
The spy makes two melee attacks.
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.
Sneak Attack (1/Turn)
The spy deals an extra 7 (2d6) 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 spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.
Immutable Form.
The golem is immune to any spell or effect that would alter its form.
Magic Resistance.
The golem has advantage on saving throws against spells and other magical effects.,,
Multiattack.
The golem makes two slam attacks.
Magic Weapons.
Slam.
Melee Weapon Attack: +10 to hit, reach 5 ft. one target.
Hit: 19 (3d8 + 6) bludgeoning damage.
Slow (Recharge 5-6).
The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save a target can't use reactions its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns ending the effect on itself on a success.
Multiattack
3 attacks - 1 with bite and 2 with claws
Bite
Melee, +3 to hit, reach 5ft,
Hit: 3 (1d4+1) piercing damage
Claw
Melee, +3 to hit, reach 5ft,
Hit: 4 (1d6 +1) slashing damage.
Loathsome Limbs
Whenever takes at least 5 bludgeoning, piercing or slashing damage in one hit, roll d20
1-8 Leg severed
9-16 Arm severed (lose a Claw attack)
17-20 Decapitated (lose Bite attack)
If zombie reduced to 0 HP, all parts die. Parts act on zombie's initiative, and have AC 8
Severed Leg cannot attack and moves 5ft
Severed Arm makes claw attack with disadvantage, can move 5ft
Severed Head, is blind unless head can see body. Can make bite attack to foes in its space. 0ft move
Zombie half speed if lose leg, falls prone with no legs. If has arms, can crawl 10ft, 5ft with one arm.
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, indistinguishable from a normal suit of armour.
Multi Attack
makes two melee attacks or uses Shocking Bolt twice
Greatsword
melee, +6 to hit, reach 5ft
Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) lightning damage
Shocking Bolt
Ranged spell attack, +4 to hit (advantage against targets wearing metal armour) range 60ft
Hit: 10 (3d6) lightning damage.
Echolocation.
The swarm can't use its blindsight
while deafened.
Keen Hearing.
The swarm has advantage on Wisdom (Perception) checks that rely on hearing.
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 bat. The swarm can't regain hit points or gain temporary hit points.
Bites.
Melee Weapon Attack: +4 to hit, reach 0 ft, one creature in the swarm 's space.
Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.
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 insect. The swarm can't regain hit points or gain temporary hit points.,,
Bites.
Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space.
Hit: 10 (4d4) piercing damage or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.
Targets reduced to 0 HP by Centipedes is stable but poisoned for 1 hour, and while poisoned is paralyzed.
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 insect. The swarm can't regain hit points or gain temporary hit points.,,
Bites.
Melee Weapon Attack: +3 to hit, reach 0 ft. one target in the swarm's space.
Hit: 10 (4d4) piercing damage or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.
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 insect. The swarm can't regain hit points or gain temporary hit points., one target in the swarm's space. ,
Bites.
Melee Weapon Attack: +3 to hit, reach 0 ft. one target in the swarm's space.
Hit: 10 (4d4) piercing damage or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.
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 insect. The swarm can't regain hit points or gain temporary hit points.
Bites
melee, +6 to hit, reach 0ft
Hit: 7 (2d6) piercing damage [or 3 (1d6) piercing damage if swarm is <=18 HP], and target must make DC 10 Con Save - taking 14 (4d6) poison damage on a fail, or half as much on a success.
Keen Smell.
The swarm has advantage on Wisdom (Perception) checks that rely on smell.
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 rat. The swarm can't regain hit points or gain temporary hit points.
Bites.
Melee Weapon Attack: +2 to hit, reach 0 ft. one target in the swarm's space.
Hit: 7 (2d6) piercing damage or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.
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 bat. The swarm can't regain hit points or
gain temporary hit points.
Beaks
Melee Weapon Attack: +4 to hit, reach 5 ft, one creature in the swarm 's space.
Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.
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 insect. The swarm can't regain hit points or gain temporary hit points.,,
Bites.
Melee Weapon Attack: +3 to hit, reach 0 ft. one target in the swarm's space.
Hit: 10 (4d4) piercing damage or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.
Spider Climb
Web Sense
While in contact with web, can detect any other creature on the web
Web Walker
Ignores movement restrictions caused by webbing.
Angelic Weapons
Weapon attacks are magical. +4d8 radiant damage
Magic Resistance
Advantage on saving throws against spells and magic
Multiattack
Two melee attacks
Mace
Melee +8 to hit, reach 5ft,
Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage
Healing Touch (3/day)
Touch another creature, target regains 20 (4d8 + 2) HP, and is freed from any curse, disease, poison, blindness or deafness.
Change Shape
Polymorph into a humanoid or beast of CR equal or less than 10, or back to true form.
AC, move, Str, Dex and special senses are replaced by new for. Gains special features of new for besides class features, legendary actions or lair actions.
Innate Spellcasting
Charisma, DC 17
At Will: detect good and evil
1/day each: commune, raise dead.
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.,
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
Pack Tactics
Advantage on attack rolls if ally is within 5ft of target and isn't incapacitated
Multi Attack
2 melee attacks
Mace
melee, +4 to hit, reach 5ft
Hit: 4 (1d6 + 2) bludgeoning damage
Heavy Crossbow
ranged, +2 to hit, range 100/400ft
Hit: 5 (1d10) piercing damage
Amphibious
Can breathe air and water
Standing Leap
Long jump is 10ft, high jump is 5ft, with or without a running start
False Appearance
If motionless, indistinguishable from a normal tree.
Siege Monster
double damage against objects and structures
Multi Attack
4 attacks, 2 with branches and 2 with grasping roots. If has a target grappled, can make a bite attack as bonus action
Bite
melee, +9 to hit, reach 5ft,
Hit: 19 (3d6 + 6) bludgeoning damage
Branch
melee, +9 to hit, reach 15ft,
Hit: 19 (3d6 + 6) bludgeoning damage
Grasping Roots
melee, +9 to hit, reach 15ft, one target not grappled by blight
Hit: the target is grappled (escape DC 15). Until the grapple ends, target takes 9 (1d6 + 6) bludgeoning damage at the start of each of its turns.
The root has AC 15 and can be severed by deal 6 slashing damage or more to it at once. This doesn't hurt the blight but ends the grapple.
Damage Vulernability: Fire
False Appearance
While remaining motionless, indistinguishable from a dead shrub.
Claws
melee, +3 to hit, reach 5ft, one target.
Hit: 3 (1d4 +1) piercing damage.
Regeneration.
Regains 10 hit points at the start of turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water this trait doesn't function at the start of the vampire's next turn.
Spider Climb.
The vampire can climb difficult surfaces including upside down on ceilings, without needing to make an ability check.
,
Multiattack.
two attacks only one of which can be a bite attack.
Claws.
Melee Weapon Attack: +6 to hit, reach 5 ft. one creature.
Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).
Bite.
Melee: +6 to hit, reach 5 ft. one creature that is willing or grappled by the vampire, incapacitated or restrained.
Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's max HP is reduced by an amount equal to the necrotic damage taken and the vampire regains HP equal to that amount. Lasts until a long rest. If max HP is 0 = death.
Vampire Weaknesses.
Forbiddance.
Can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water.
Takes 20 acid damage when it ends its turn in running water.
Stake to the Heart.
Destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity.
Takes 20 radiant damage when it starts its turn in sunlight. While in sunlight it has disadvantage on attack rolls and ability checks.
Aversion to Fire
If takes fire damage, disadvantage on attack rolls and ability checks until end of its turn
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 The Abbot 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.
,,
Multiattack.
The veteran makes two longsword attacks. If it has a shortsword drawn it can also make a shortsword attack.
Longsword.
Melee Weapon Attack: +5 to hit, reach 5 ft. one target.
Hit: 7 (1d8 + 3) slashing damage or 8 (1d10 + 3) slashing damage if used with two hands
Shortsword.
Melee Weapon Attack: +5 to hit, reach 5 ft. one target.
Hit: 6 (1d6 + 3) piercing damage.
Heavy Crossbow.
Ranged Weapon Attack: +3 to hit, range 100/400 ft. one target.
Hit: 5 (1d10) piercing damage.
Spellbook also includes:
Cantrip: Acid Splash, mending
1st Level: thunderwave
2nd Level: Darkvision,
3rd Level: Animate Dead, glyph of warding, remove curse
4th Level: Blight
5th Level: Cloudkill,,
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
False Appearance
When motionless, indistinguishable from a tangle of vines
Constrict
melee, +4 to hit, reach 10ft, on target.
Hit: 9 (2d6 + 2) bludgeoning damage and a Large or smaller target is grappled (escape DC12). Until the grapple ends, target is restrained and the blight cannot constrict another target
Entangling Plants (Recharge 5-6):
Grasping roots and vines sprout for 15ft radius centring on the vine blight, withering in 1 minute. For duration, area is difficult terrain for nonplant creatures. Each creature of blight's choice must pass DC12 Strength save or be restrained. It takes an action to attempt to free oneself or another.
Visanti Curses
see pg 28 of Curse of Strahd
Cunning Action.
On each of its turns the spy can use a bonus action to take the Dash, Disengage or Hide action.
Multiattack.
The spy makes two melee attacks.
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.
Sneak Attack (1/Turn)
The spy deals an extra 7 (2d6) 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 spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.
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
Pack Tactics
Advantage on attack rolls if ally is within 5ft of target and isn't incapacitated
Multi Attack
2 melee attacks
Mace
melee, +4 to hit, reach 5ft
Hit: 4 (1d6 + 2) bludgeoning damage
Heavy Crossbow
ranged, +2 to hit, range 100/400ft
Hit: 5 (1d10) piercing damage
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
Visanti Curses
see pg 28 of Curse of Strahd
Regeneration.
The revenant regains 10 hit points at the start of its turn. If the revenant 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.
Vengeful Tracker.
Knows the distance to and direction of Strahd. If Strahd dies the revenant knows.,,
Multiattack.
2 melee attacks.
+2 Greatsword
melee, +9 to hit, reach 5ft
Hit: 20 (4d6 + 6) slashing damage. Against Strahd, there is a further +14 (4d6 slashing damage.
Vengeful Glare.
Targets Strahd if visible within 30ft. Target makes a DC 15 Wis Save. On failure, Strahd is paralyzed until the revenant deals damage to him or until the end of the revenant's next turn. When the paralysis ends the Strahd is frightened of the revenant for 1 min (can retry the saving throw at the end of each of its turn, with disadvantage if it can see the revenant)
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.
Magic Resistance
Advantage on saves against spells or magical effects
Multi-attack
one with beak, one with talons
Beak
melee, +6 to hit, reach 5ft
Hit: 10 (2d6 +3) piercing damage
Talons
melee, +6 to hit, reach 5ft,
Hit: 14 (2d10 +3) slashing damage
Spores (Recharge 6)
15ft radius cloud centered on vrock. Spreads around corners. Each creature within makes DC 14 Con Save or be poisoned. While poisoned this way, target takes 5 (1d10) poison damage at the start of each of their turns. Target can repeat save at the end of each turn. Holy water ends the poison's effect.
Stunning Screech (1/Day)
Each creature within 20ft that can hear must make a DC 14 Con Save or be stunned until the end of the vrock's next turn.
Vulnerable: Bludgeoning
Trampling Charge.
If the horse moves at least 20 feet straight toward a creature right before hitting it with a hooves attack, the target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can take a bonus action to make another attack with its hooves against the target.
Hooves.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage.
Shapechanger.
As an action, polymorph into a raven-humanoid hyrbid or into a raven, or back to its human form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. Reverts to its human form if it dies.
Mimicry.
Can mimic simple sounds it has heard. Discern as false with DC10 Wis (Insight) check.
Multiattack (Human or Hybrid form Only)
Two attacks, one of which can be with the hand crossbow.
Beak (Raven or Hybrid from only)
Melee weapon attack: +4 to hit, reach 5ft, one target.
Hit: 1 piercing damage in raven form, or 4 (1d4+2) piercing damage in hybrid form. If the target is humanoid, it must succeed on a DC Con save or be cursed with wereraven lycanthropy
Shortsword (Humanoid or Hybrid Form Only)
Melee weapon attack: +4 hit, reach 5ft,
Hit: 5 (1d6+2) piercing damage
Hand Crossbow (Humanoid or Hybrid Form Only)
Ranged weapon attack: +4 to hit, range 30/120ft, one target.
Hit: 5 (1d6+2) piercing damage.
Shapechanger
As an action, 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.
Sunlight Sensitivity.
While in sunlight, the wight has disadvantage on attack rolls as well as on Wisdom (Perception) checks that rely on sight.,,
Multiattack.
The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.
Life Drain.
Melee Weapon Attack: +4 to hit, reach 5 ft. one creature.
Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.
Longsword.
Melee Weapon Attack: +4 to hit, reach 5 ft. one target.
Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
Longbow.
Ranged Weapon Attack: +4 to hit, range 150/600 ft. one target.
Hit: 6 (1d8 + 2) piercing damage.
Ephemeral.
The will-o'-wisp can't wear or carry anything.
Incorporeal Movement.
The will-o'-wisp 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.
,
Consume Life.
As a bonus action the will-o'-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 (3d6) hit points.
Variable Illumination.
The will-o'-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action.
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: +4 to hit, reach 5 ft. one target.
Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Incorporeal Movement
Move through other creatures and objects as if difficult terrain. Takes 5 (1d10) force damage if ends turn inside object.
Sunlight Sensativity
While in Sunlight, disadvantage on attack rolls, and on Perception checks relying on sight.
Life Drain
melee, +6 to hit, reach 5ft
Hit: 21 (4d8 + 3) necrotic damage. Target must pass DC14 Con save or reduce Max HP by the amount of damage taken (reduced to 0 = death). Lasts until long rest
Create Specter
Target humanoid corpse within 10ft that has been dead for no longer than 1 minute. Raises a Specter in that or adjacent free space. Max 7 Specters under command at once.
Multi-attack
one with bite and two with claws
Bite
melee, +9 to hit, reach 10ft
Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage
Claw
melee, +9 to hit, reach 5ft
Hit: 12 (2d6 + 5) slashing damage
Lightning Breath (Recharge 5-6)
60ft line of lightning, 5ft wide. Each creature in AoE makes DC 16 Dex Save, taking 55 (10d10) lightning damage on fail, half as much on success.
Undead Fortitude.
If damage reduces zombie to 0 HP, make a Con save with DC 5+damage taken, unless the damage was radiant or a critical hit. On Success, go to 1 HP instead.
Slam
melee, +3 to hit, reach 5ft.
Hit: 4 (1d6 + 1) bludgeoning damage.
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,,
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.
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
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.
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.
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.
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
Visanti Curses
see pg 28 of Curse of Strahd
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.
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.
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
Visanti Curses
see pg 28 of Curse of Strahd
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.
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
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.
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.
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.
Pitchfork.
Melee Weapon Attack: +2 to hit, reach 5 ft. one target.
Hit: 2 (1d6) bludgeoning damage.
Pitchfork.
Melee Weapon Attack: +2 to hit, reach 5 ft. one target.
Hit: 2 (1d6) bludgeoning damage.
Pitchfork.
Melee Weapon Attack: +2 to hit, reach 5 ft. one target.
Hit: 2 (1d6) bludgeoning damage.
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.
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.
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
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.
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.
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.
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.
Turn Immunity
Immune to 'Turn Undead'.
Claw
melee, +3 to hit, reach 5ft,
Hit: 3 (1d4 + 1) bludgeoning or slashing damage
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.
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.
Hooves
Melee +6 to hit, reach 5ft,
Hit: 9 (2d4 + 4) bludgeoning damage
Hooves
Melee +6 to hit, reach 5ft,
Hit: 9 (2d4 + 4) bludgeoning damage
Hooves
Melee +6 to hit, reach 5ft,
Hit: 9 (2d4 + 4) bludgeoning damage
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
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
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
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 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.
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).
,
Spear.
Melee or Ranged Weapon Attack: +3 to hit, reach 5ft or range 20/60ft, one target.
Hit: 4 (1d6 + 1) 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.
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.
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.
Mimicry
can mimic any sound or voice its heard. Can tell sounds are imitations DC12 Wisdom (Insight) check
Keen hearing and smell:
Advantage on Perception checks
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
11-15: Keen hearing and smell: Advantage on Perception checks
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
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
Damage Vulernability: Fire
False Appearance
While remaining motionless, indistinguishable from a dead shrub.
Claws
melee, +3 to hit, reach 5ft, one target.
Hit: 3 (1d4 +1) piercing damage.
Damage Vulernability: Fire
False Appearance
While remaining motionless, indistinguishable from a dead shrub.
Claws
melee, +3 to hit, reach 5ft, one target.
Hit: 3 (1d4 +1) piercing 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.
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.
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.
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