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

  • Armor class 10
  • Hit points 9 (2d8)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 10 (0)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 14 (+2)
  • CHA 11 (0)

Skills: Medicine +4, Religion +2

Senses: passive Perception 10

Languages: any one language (usually Common)

Challenge: 1/4 (50 xp)

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

Actions

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

Adult Blue Dragon Huge dragon, lawful evil 16 15 xp

  • Armor class 19 (natural armor)
  • Hit points 225 (18d12+108)
  • Speed 40 ft., burrow 30 ft., fly 80 ft.
  • STR 25 (+7)
  • DEX 10 (0)
  • CON 23 (+6)
  • INT 16 (+3)
  • WIS 15 (+2)
  • CHA 19 (+4)

Save Throws: Dex +5, Con +11, Wis +7, Cha +9

Skills: Perception +12, Stealth +5

Damage Immunities: lightning

Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 22

Languages: Common, Draconic

Challenge: 16 (15 xp)

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.,,

Actions

Multiattack.The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack:+12 to hit, reach 10 ft., one target.
Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit:14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target.
Hit:16 (2d8 + 7) bludgeoning damage.

Lightning Breath (Recharge 5-6). The dragon exhales lightning
in a 90-foot line that is 5 feet wide. Each creature in that line
must make a DC 19 Dexterity saving throw, taking 66 (12d10)
lightning damage on a failed save, or half as much damage on
a successful one.

Legendary Actions

Legendary Resistance (3/Day).If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect.The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions).The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Adult White Dragon Hufe Dragon, chaotic evil 13 10 xp

  • Armor class 18 (natural armor)
  • Hit points 200 (16d12+96)
  • Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.
  • STR 22 (+6)
  • DEX 10 (0)
  • CON 22 (+6)
  • INT 8 (-1)
  • WIS 12 (+1)
  • CHA 12 (+1)

Save Throws: Dex +5, Con +11, Wis +6, Cha +6

Skills: Perception +11, Stealth +5

Damage Immunities: cold

Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 21

Languages: Common, Draconic

Challenge: 13 (10 xp)

Ice Walk.The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.
,

Actions

Multiattack.The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack:+11 to hit, reach 10 ft., one target.
Hit:17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit:13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target.
Hit:15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Legendary Resistance (3/Day).If the dragon fails a saving throw, it can choose to succeed instead.

Air Elemental Large elemental, neutral 5 1 xp

  • Armor class 15
  • Hit points 90 (12d10+24)
  • Speed 0 ft., fly 90 ft. (hover)
  • STR 14 (+2)
  • DEX 20 (+5)
  • CON 14 (+2)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 6 (-2)

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

Damage Immunities: poison

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

Senses: darkvision 60 ft., passive Perception 10

Languages: Auran

Challenge: 5 (1 xp)

Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack:+8 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) bludgeoning damage.
Whirlwind (Recharge 4-6).Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

Ambush Drake Medium Dragon, unaligned 1/2 100 xp

  • Armor class 13 (natural armor)
  • Hit points 22 (4d6+8)
  • Speed 30 ft.
  • STR 13 (+1)
  • DEX 15 (+2)
  • CON 14 (+2)
  • INT 4 (-3)
  • WIS 11 (0)
  • CHA 6 (-2)

Skills: Perception +4, Stealth +4

Damage Resistances: poison

Senses: darkvision 60 ft., passive Perception 14

Languages: understands Draconic but can't speak

Challenge: 1/2 (100 xp)

Pack Tactics.
The drake has advantage on an attack roll against a creature if at least one of the drake's allies is within 5 feet of the creature and the ally isn't incapacitated.
Surprise Attack.
If the drake surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.,

Actions

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

Animated Armor Medium Construct, unaligned 1 200 xp

  • Armor class 18 (natural)
  • Hit points 33 (6d8+6)
  • Speed 25 ft
  • STR 14 (+2)
  • DEX 11 (0)
  • CON 13 (+1)
  • INT 1 (-5)
  • WIS 3 (-4)
  • CHA 1 (-5)

Damage Immunities: poison, psychic

Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned

Senses: blindsight 60ft. (blind beyond this radius), PP 6

Languages:

Challenge: 1 (200 xp)

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.,,

Actions

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.

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

  • Armor class 15 (natural armor)
  • Hit points 84 (8d10+40)
  • Speed 30ft., swim 30ft.
  • STR 18 (+4)
  • DEX 13 (+1)
  • CON 20 (+5)
  • INT 7 (-2)
  • WIS 9 (-1)
  • CHA 7 (-2)

Skills: Perception +1

Senses: darkvision 60ft., passive Perception 11

Languages: Giant

Challenge: 5 (1,800 xp)

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

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

Amphibious. Can breath water or air.,,

Actions

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

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

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

Aquatic Troll Large Giant, chaotic evil 0 xp

  • Armor class 15 (natural armor)
  • Hit points 84 (8d10+40)
  • Speed 30ft., Int +5
  • STR Acrobatics +7, Deception +4, Perception +4, Stealth +11 (-5)
  • DEX poison (-5)
  • CON (-5)
  • INT (-5)
  • WIS passive Perception 14 (-5)
  • CHA Thieves' cant plus any two languages (-5)

Save Throws: 8

Skills: 3,900

Damage Immunities: 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.

Senses: 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.
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.
,,

Languages:

Challenge: (0 xp)

Actions

Assassin Medium humanoid (any race), any non-good alignment 0 xp

  • Armor class 15 (studded leather)
  • Hit points 78 (12d8+24)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 16 (+3)
  • CON 14 (+2)
  • INT 13 (+1)
  • WIS 11 (0)
  • CHA 10 (0)

Save Throws: Dex +7, piercing

Damage Immunities: PP 10

Condition Immunities: one language known by its creator

Senses: 2

Languages: 450

Challenge: (0 xp)

Actions

Damage vulnerabilities: fire

False Appearance. While the tree remains motionless, it is
indistinguishable from a normal tree.,,

Awakened Tree Huge plant, unaligned passive Perception 11 0 xp

  • Armor class 13 (natural armor)
  • Hit points 59 (7d12+14)
  • Speed 20 ft.
  • STR 19 (+4)
  • DEX 6 (-2)
  • CON 15 (+2)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 7 (-2)

Damage Resistances: bludgeoning, Wis +3

Damage Immunities: Arcana +5, Deception +2, Insight +3, Stealth +5

Languages:

Challenge: passive Perception 11 (0 xp)

4

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

Actions

1,000

Azbara Jos Medium Humanoid, lawful evil 0 xp

  • Armor class 13 (16 with Mage Armor)
  • Hit points 39 (6d8+12)
  • Speed 0ŒÇ30 ft.
  • STR 9 (-1)
  • DEX 16 (+3)
  • CON 14 (+2)
  • INT 16 (+3)
  • WIS 13 (+1)
  • CHA 11 (0)

Save Throws: Int +5, 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.

Damage Resistances:,,

Languages:

Challenge: (0 xp)

Actions

Bandit Medium humanoid (any race), any non-lawful alignment 1/8 25 xp

  • Armor class 12 (leather armor)
  • Hit points 11 (2d8+2)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 10 (0)

Senses: passive Perception 10

Languages: any one language (usually Common)

Challenge: 1/8 (25 xp)

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

Actions

Scimitar. Melee Weapon Attack:+3 to hit, Con+7, Wis+5, Cha+5

Legendary Actions

Deception +5, Insight +5, Perception +8

Barbed Devil Medium fiend (devil), lawful evil 0 xp

  • Armor class 15 (natural)
  • Hit points 110 (13d8+52)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 17 (+3)
  • CON 18 (+4)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 14 (+2)

Save Throws: Str+6, reach 5 ft., one target.
Hit:9 (1d12 + 3) slashing damage.

Damage Resistances: 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.,,

Languages:

Challenge: (0 xp)

Actions

Berserker Medium humanoid (any race), any chaotic alignment 2 450 xp

  • Armor class 13 (hide armor)
  • Hit points 67 (9d8+27)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 17 (+3)
  • INT 9 (-1)
  • WIS 11 (0)
  • CHA 9 (-1)

Senses: passive Perception 10

Languages: any one Language (usually Common)

Challenge: 2 (450 xp)

10

Actions

Greataxe. Melee Weapon Attack: +5 to hit, climb 30ft

Legendary Actions

15

Black Bear Medium beast, unalinged 0 xp

  • Armor class 11 (natural armor)
  • Hit points 19 (3d8 + 6)
  • Speed 40ft, Wis +6, Cha +6
  • STR Arcana +7, Insight +6, Intimidation +6, Perception +6 (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS passive Perception 16 (-5)
  • CHA Common, Draconic, Giant (-5)

Save Throws: 9

Skills: 5,000

Damage Immunities: Multiattack.
Blagothkus attacks twice with his morningstar.
Morningstar.
Melee Weapon Attack:+10 to hit, reach 10 ft., one target.
Hit:21 (3d8 + 8) piercing damage.

Senses: Keen Smell.
Blagothkus has advantage on Wisdom (Perception) checks that rely on smell.
Innate Spellcasting.
Blagothkus can innately cast the following spells (spell save DC 15), requiring no material components:
3/day each: fog cloud, levitate
Spellcasting.
Blagothkus is a 5th-level Spellcaster that uses Intelligence as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Blagothkus has the following spells
prepared from the wizard spell list:
Cantrips (at will): light, mage hand, prestidigitation
1st level (4 slots): detect magic, identify, magic missile, shield
2nd level (3 slots): gust of wind, misty step, shatter
3rd level (2 slots): fly, lightning bolt

Languages:

Challenge: (0 xp)

Actions

Blagothkus Huge Giant, neutral evil 0 xp

  • Armor class 17 (splint)
  • Hit points 138 (12d12+60)
  • Speed 40 ft.
  • STR 26 (+8)
  • DEX 13 (+1)
  • CON 20 (+5)
  • INT 16 (+3)
  • WIS 15 (+2)
  • CHA 15 (+2)

Save Throws: Con +9, fly 60 ft.

Skills: 6

Damage Resistances: 14

Damage Immunities: 10

Condition Immunities: 3

Senses: 14

Languages: 5

Challenge: (0 xp)

passive Perception 14

Actions

Blood Hawk Small beast, unaligned 9 5,000 xp

  • Armor class 12
  • Hit points 7 ((2d6))
  • Speed 10 ft., fly 40ft.
  • STR 18 (+4)
  • DEX 16 (+3)
  • CON 18 (+4)
  • INT 13 (+1)
  • WIS 14 (+2)
  • CHA 16 (+3)

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

Skills: Deception +7, Insight +6

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

Damage Immunities: fire, poison

Condition Immunities: poisoned

Senses: darkvision 120ft., PP12

Languages: Infernal, telepathy 120ft

Challenge: 9 (5,000 xp)

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

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

Actions

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

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

Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bone Devil Large fiend (devil), lawful evil 0 xp

  • Armor class 19 (natural)
  • Hit points 142 (15d10+60)
  • Speed 40ft., shield
  • STR 11 (0)
  • DEX 2d8+2 (-4)
  • CON 20ft., swim 40ft. (+5)
  • INT 12 (+1)
  • WIS 12 (+1)
  • CHA 13 (+1)

Save Throws: 7

Skills: 10

Damage Resistances: 7

Condition Immunities: Stealth +3

Languages:

Challenge: (0 xp)

Bullywug

Actions

1/4

Legendary Actions

50

Bullywug Medium humanoid (bullywug), neutral evil 5 1 xp

  • Armor class 15 (hide armor, shield)
  • Hit points 93 (11d10+33)
  • Speed 30 ft.
  • STR 19 (+4)
  • DEX 10 (0)
  • CON 16 (+3)
  • INT 13 (+1)
  • WIS 14 (+2)
  • CHA 12 (+1)

Save Throws: Str +7. Con +6

Skills: Athletics +7, Intimidation +4, Perception +5, Religion +4

Senses: passive Perception 15

Languages: Common, Draconic, Giant

Challenge: 5 (1 xp)

Action Surge (Recharges when Othelstan Finishes a Short or Long Rest). On his turn, Othelstan can take one additional action.
Tiamat's Blessing of Retribution.When Othelstan takes damage that reduces him to 0 hit points, he immediately
regains 20 hit points. If he has 20 hit points or fewer at the end of his next turn, he dies.

Actions

Multiattack. Othelstan attacks twice with his flail or spear, or makes two ranged attacks with his spears.
Flail. Melee Weapon Attack: +7to hit, reach 5 ft., one target.
Hit:8 ( 1d8 + 4) bludgeoning damage.
Spear. Melee or Ranged Weapon Attack:+7 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target.
Hit: 7 ( 1d6 + 4) piercing damage.

Captain Othelstan Medium Humanoid, lawful evil Multiattack. The carrion crawler makes two attacks: one with its tentacles and one with its bite.

Tentacles. Melee Weapon Attack: +8 to hit, reach 10ft., one creature. Hit: 4 (1 d4 + 2) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft ., one target. Hit: 7 (2d4 + 2) piercing damage. 0 xp

  • Armor class 19 (splint,climb 30ft.)
  • Hit points 14 (13)
  • Speed 16
  • STR 1 (-5)
  • DEX 12 (+1)
  • CON 5 (-3)
  • INT (-5)
  • WIS Perception +3 (-5)
  • CHA (-5)

Damage Resistances: darkvision 60 ft., passive Perception 13

Damage Immunities: --

Condition Immunities: 2

Senses: 450

Languages:

Challenge: Multiattack. The carrion crawler makes two attacks: one with its tentacles and one with its bite.

Tentacles. Melee Weapon Attack: +8 to hit, reach 10ft., one creature. Hit: 4 (1 d4 + 2) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft ., one target. Hit: 7 (2d4 + 2) piercing damage. (0 xp)

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

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

Actions

Carrion Crawler Large monstrosity, unaligned 6 2,300 xp

  • Armor class 13 (natural amor)
  • Hit points 51 (6d10+18)
  • Speed 30 ft., fly 60ft.
  • STR 15 (+2)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 14 (+2)
  • CHA 10 (0)

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

Skills: Perception +5

Damage Resistances: cold, fire, lightning

Damage Immunities: poison

Condition Immunities: poisoned

Senses: blindsight 10ft.,dark vision 120ft. passive perception 15

Languages: Abyssal, telepathy 120ft.

Challenge: 6 (2,300 xp)

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

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

Spider Climb. The chasme can climb difficult surfaces,
including upside down on ce ilin gs, without needing to make an ability check.

Actions

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

Chasme Large fiend (demon), chaotic evil 4 1,100 xp

  • Armor class 15 (naturall)
  • Hit points 84 (13d10+13)
  • Speed 20ft., swim 30 ft.
  • STR 19 (+4)
  • DEX 10 (0)
  • CON 16 (+3)
  • INT 5 (-3)
  • WIS 11 (0)
  • CHA 5 (-3)

Skills: Perception +4

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 60ft., PP14

Languages: understands Deep Speech but can't speak

Challenge: 4 (1,100 xp)

Amphibious. The chuul can breathe air and water.

Sense Magic. The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.,,

Actions

Multiattack. The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.

Pincer. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled.

Tentacles. One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Chuul Large aberration, chaotic evil 0 xp

  • Armor class 16 (natural)
  • Hit points 93 (11d10+33)
  • Speed 30ft., reach 5 ft., one target.
    Hit: 2 (1d4) bludgeoning damage.
  • STR (-5)
  • DEX, (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Commoner Medium humanoid (any race), any alignment 0 10 xp

  • Armor class 10
  • Hit points 4 (1d8)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 10 (0)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 10 (0)

Senses: passive Perception 10

Languages: any one Language (usually Common)

Challenge: 0 (10 xp)

10

Actions

Club. Melee Weapon Attack:+2 to hit, swim 30 ft.

Legendary Actions

15

Crocodile Large beast, unaligned 0 xp

  • Armor class 12 (natural armor)
  • Hit points 19 (3d10+3)
  • Speed 20 ft., Persuasion +4, Religion +2
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT PP 10 (-5)
  • WIS any one language (usually Common) (-5)
  • CHA 2 (-4)

Save Throws: 450

Damage Resistances: 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.

Condition Immunities: 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,,

Languages:

Challenge: (0 xp)

Actions

Cult Fanatic Medium humanoid (any race), any non-good alignment 1/8 25 xp

  • Armor class 13 (leather)
  • Hit points 33 (6d8+6)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 13 (+1)
  • CHA 14 (+2)

Skills: Deception +4, Religion +2

Senses: passive Perception 10

Languages: any one language (usually Common)

Challenge: 1/8 (25 xp)

Dark Devotion.The cultist has advantage on saving throws against being charmed or frightened.

Actions

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

Cultist Medium humanoid (any race), any non-good alignment 0 xp

  • Armor class 12 (leather armor)
  • Hit points 9 (2d8)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 12 (+1)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Deception +2, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Rock. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

Damage Immunities: Poor Depth Perception. The cyclops has disadvantage on any attack roll against a target more than 30 feet away.,,

Languages:

Challenge: (0 xp)

Actions

Cyclops Huge giant, chaotic neutral 6 2,300 xp

  • Armor class 14 (natural)
  • Hit points 138 (12d12+60)
  • Speed 30ft
  • STR 22 (+6)
  • DEX 11 (0)
  • CON 20 (+5)
  • INT 8 (-1)
  • WIS 6 (-2)
  • CHA 10 (0)

Senses: PP 8

Languages: Giant

Challenge: 6 (2,300 xp)

12

Actions

Multiattack. The cyclops makes two greatclub attacks.

Greatclub. Melee Weapon Attack: +9 to hit, burrow 30 ft., fly 30 ft.

Legendary Actions

23

Dao Large elemental, neutral evil 1/2 100 xp

  • Armor class 18 (natural)
  • Hit points 187 (15d10+105)
  • Speed 30 ft., fly 30ft.
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 5 (-3)

Skills: Stealth +3

Senses: blindsight 60ft., passive Perception 10

Languages: --

Challenge: 1/2 (100 xp)

Echolocation. The darkmantle can't use its blindsight
whi le deafened.

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

Actions

Crush. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (ld6 + 3) bludgeoning damage, and the dark mantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way. While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit
from any bonus to its speed, and it moves with the ta rget.
A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the dark mantle can detach itselffrom the target by using 5 feet of movement.

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

Darkmantle Small monstrosity, unaligned 0 xp

  • Armor class 11
  • Hit points 22 (5d6+5)
  • Speed 10ft., Perception +2, Stealth +4
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT darkvision 120 ft., passive Perception 12 (-5)
  • WIS Gnomish, Terran, Undercommon (-5)
  • CHA 1/2 (-5)

Save Throws: 100

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

Poisoned Dart. Ranged Weapon Attack: +4 to hit, range 30/120ft ., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Condition Immunities: Stone Camouflage. The gnome has advantage on Dexterity
(Stealth) checks made to hide in rocky terrain .

Gnome Cunning. The gnome has advantage on Intelligence,
Wisdom, and Charisma saving throws against magic.

Innate Spellcasting. The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will: nondetection (self only)
1/day each: blindness/deafness, blur, disguise self,,

Languages:

Challenge: (0 xp)

Actions

Deep Gnome (Svirfneblin) Small humanoid (gnome), neutral good 0 xp

  • Armor class 15 (chain shirt)
  • Hit points 16 (3d6+6)
  • Speed 20 ft.
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 12 (+1)
  • WIS 10 (0)
  • CHA 9 (-1)

Skills: Investigation +3, reach 5 ft., one target.
Hit: 2 (1d4) piercing damage.

Damage Immunities:,

Languages:

Challenge: (0 xp)

Actions

Deer Medium beast, unaligned 0 10 xp

  • Armor class 13
  • Hit points 4 (1d8)
  • Speed 50 ft.
  • STR 11 (0)
  • DEX 16 (+3)
  • CON 11 (0)
  • INT 2 (-4)
  • WIS 14 (+2)
  • CHA 5 (-3)

Senses: passive Perception 12

Languages:

Challenge: 0 (10 xp)

50

Actions

Bite. Melee Weapon Attack: +2 to hit, Undercommon

Legendary Actions

1/4

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

  • Armor class 13 (leather Armor)
  • Hit points 49 (11d6+11)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 5 (-3)
  • CHA 14 (+2)

Skills: Stealth +4

Senses: darkvision 120 ft., passive Perception 7

Languages: Dwarvish, Undercommon

Challenge: 3 (700 xp)

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

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

Sunlight Sensitivity. While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
, PP 11

Actions

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

The derro knows the following sorcerer spells:

Cantrips (at will): acid splash, light, mage hand, message, ray of frost

1st level (4 slots): burning hands, chromatic orb, sleep
2nd level (3 slots): invisibility, spider climb
3rd level (2 slots): blink, lightning bolt

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

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

Derro Small Humanoid (derro), chaotic evil 0 xp

  • Armor class 13 (leather armor)
  • Hit points 13 (3d6+3)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 5 (-3)
  • CHA 9 (-1)

Skills: Stealth +4

Senses: darkvision 120 ft. passive Perception 7

Languages: Dwarfish, Insight +3

Challenge: (0 xp)

charmed

3

Actions

darkvision 60 ft., passive Perception 11

Legendary Actions

Common

Derro Small Humanoid (derro), chaotic evil 0 xp

  • Armor class 13 (leather armor)
  • Hit points 13 (3d6+3)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 5 (-3)
  • CHA 9 (-1)

Skills: Stealth +4

Senses: darkvision 120 ft. passive Perception 7

Languages: Dwarfish, Stealth +5

Challenge: (0 xp)

1

Actions

passive Perception 10

Legendary Actions

Common, Draconic

Displacer Beast Large monstrosity, laweful evil 7d10+14 30 xp

  • Armor class 13 (natural armor)
  • Hit points 85 (10d10 +30)
  • Speed 40ft
  • STR18 (+4)
  • DEX15 (+2)
  • CON16 (+3)
  • INT6 (-2)
  • WIS12 (+1)
  • CHA8 (-1)

Senses: darkvision 60ft, Shield

Languages: 52

Challenge: 7d10+14 (30 xp)

18

16

Actions

14

Legendary Actions

14

Doppelganger Medium monstrosity (shapechanger), neutral 14 11 xp

  • Armor class 14
  • Hit points 52 (8d8+16)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 18 (+4)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 12 (+1)
  • CHA 14 (+2)

Skills: Deception +6, shield

Damage Resistances: 71

Condition Immunities: 30 ft.

Senses: 13

Languages: 18

Challenge: 14 (11 xp)

13

Percept +4, Stealth +10

Actions

12

Legendary Actions

Dex +7, Con +5, Wis +4

Dragonclaw medium Humanois, neutral evil 1/4 50 xp

  • Armor class 14 (leather armor)
  • Hit points 16 (3d8+3)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 16 (+3)
  • CON 13 (+1)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 12 (+1)

Save Throws: Wis +2

Skills: Deception +5, Stealth +4

Senses: darkvision 120,passive perception 12

Languages: Elvish, Undercommon

Challenge: 1/4 (50 xp)

Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
Innate Spellcasting. The drew's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will: dancing lights 1/day each: darkness,faerie fire
Sunlight Sensitivity. While in sunlight, the drow has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.,

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (ld6 + 2) piercing damage.

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

Dralmorrer Borngray Medium Humanoid, neutral evil 1 200 xp

  • Armor class 16 (studded leather, shield)
  • Hit points 26 (4d8+8)
  • Speed 25 ft.
  • STR 14 (+2)
  • DEX 11 (0)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 9 (-1)

Damage Resistances: poison

Senses: darkvision 120,passive perception 10

Languages: Dwarfish, undercommon

Challenge: 1 (200 xp)

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

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

Actions

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

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

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

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

Droki Small humanoid (derro), chaotic evil 5 1,800 xp

  • Armor class 15 (studded leather)
  • Hit points 31 (7d6+7)
  • Speed 30 ft., burrow 30 ft.
  • STR 20 (+5)
  • DEX 8 (-1)
  • CON 20 (+5)
  • INT 5 (-3)
  • WIS 10 (0)
  • CHA 5 (-3)

Damage Resistances: bludgeoning, piercing and slashing from nonmagical weapons

Damage Immunities: poison

Condition Immunities: exhaustion, paralyzed, petrified, poisoned, unconscious

Senses: darkvision 60 ft., tremorsense 60 ft., PP10

Languages: Terran

Challenge: 5 (1,800 xp)

Damage Vulnerabilities: Thunder

Earth Glide. The elemental can burrow through nonmagical,
unworked earth and stone. While doing so, the elemental
doesn't disturb the material it moves through.

Siege Monster. The elemental deals double damage to objectsand structures.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Drow Elite Warrior Medium humanoid (elf), neutral evil Multiattack. The efreeti makes two scimitar attacks or uses its Hurl Flame twice.

Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) fire
damage.

Hurl Flame. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage. 0 xp

  • Armor class 18 (studded leather, fly 60 ft.)
  • Hit points 22 (12)
  • Speed 24
  • STR 16 (+3)
  • DEX 15 (+2)
  • CON 16 (+3)
  • INT Int +7, Wis +6, Cha +7 (-5)
  • WIS (-5)
  • CHA (-5)

Save Throws: Fire

Damage Resistances: Darkvision 120ft., PP 12

Damage Immunities: Ignan

Condition Immunities: 11

Senses: 7200

Languages:

Challenge: Multiattack. The efreeti makes two scimitar attacks or uses its Hurl Flame twice.

Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) fire
damage.

Hurl Flame. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage. (0 xp)

Elemental Demise. If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying.

Innate Spellcasting. The efreeti's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: detect magic
3/day: enlarge/reduce, tongues
1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire

Actions

Drow Medium humanoid (elf), neutral evil 0 xp

  • Armor class 15 (chain shirt)
  • Hit points 13 (3d8)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 11 (0)
  • WIS 11 (0)
  • CHA 12 (+1)

Skills: Perception +2, 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.

Damage Immunities: 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.

Languages:

Challenge: (0 xp)

Actions

Duergar Darkhaft Medium (dwarf), lawful evil 2 450 xp

  • Armor class 16 (scale mail, shield)
  • Hit points 26 (4d8+4)
  • Speed 25ft.
  • STR 14 (+2)
  • DEX 11 (0)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 9 (-1)

Damage Resistances: Poison

Senses: darkvision 120 ft., passive Perception 10

Languages: Dwarvish, Undercommon

Challenge: 2 (450 xp)

Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed., climb 30 ft.

Actions

Innate Spellcasting (Psionics). The darkhaft's innate spellcasting ability is Intelligence (spell save DC 10) it can innately cast the following spells, requiring no components:

At will: friends, mage hand
1/day each: disguise self, sleep

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

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

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

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

Duergar Darkhaft medium humanoid (dwarf), lawful evil 0 xp

  • Armor class 16 (scale mail, PP14)
  • Hit points Giant, Orc (4)
  • Speed 1100
  • STR (-5)
  • DEX Multiattack. The ettin makes two attacks: one with its
    battleaxe and one with its morningstar.

    Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one
    target. Hit: 14 (2d8 + 5) slashing damage.

    Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. (-5)
  • CON (-5)
  • INT Two Heads. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

    Wakeful. When one of the ettin's heads is asleep, its other head is awake. (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

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

  • Armor class 16 (scale mail, shield)
  • Hit points 26 (4d8+4)
  • Speed 25 ft.
  • STR 14 (+2)
  • DEX 11 (0)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 9 (-1)

Damage Resistances: poison

Senses: darkvision 120 ft., passive Perception 10

Languages: Dwarvish, Undercommon

Challenge: 2 (450 xp)

Mounted. The vicious kavalrachni are the duergar cavalry of Gracklstugh, riding giant tarantualas known as steeders (see the female steeder stat block)
Cavalry Training. When the duergar hits a target with a melee attack while mounted on a female steeder, the steeder can make a melee attack agains the same target as a reaction.
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight., piercing, and slashing from nonmagical weapons

Actions

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

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

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

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

Duergar Kavalrachni medium humanoid (dwarf), lawful eveil 0 xp

  • Armor class 16 (scale mail, Cha +4)
  • Hit points Deception +4, History +2, Religion +2
  • Speed
  • STR (-5)
  • DEX passive Perception 14 (-5)
  • CON Common, Draconic, Infernal (-5)
  • INT 2 (-4)
  • WIS 450 (+220)
  • CHA (-5)

Save Throws: Multiattack. Frulam attacks twice with her halberd.
Halberd. Melee Weapon Attack:+5 to hit, reach 10 ft., one target.
Hit: 7 (1d10 + 2) bludgeoning damage.

Damage Resistances: Spellcasting. Frulam is a 5th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 14, +6 to hit with spell attacks). Frulam has the following spells prepared from the cleric spell list:
Cantrips (at will): light, sacred fla me, thaumaturgy
1st level (4 slots): command, cure wounds, healing word, sanctuary
2nd level (3 slots): calm emotions, hold person, spiritual weapon
3rd level (2 slots): mass healing word, spirit guardians.,,

Languages:

Challenge: (0 xp)

Actions

Duergar Keeper of the Flame medium humanoid (dwarf), lawful evil Multiattack. The gargoyle makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit:5 (1d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit:5 (1d6 + 2) slashing damage.
0 xp

  • Armor class 16 (scale mail, fly 60 ft.)
  • Hit points 15 (11)
  • Speed 16
  • STR 6 (-2)
  • DEX 11 (0)
  • CON 7 (-2)
  • INT (-5)
  • WIS (-5)
  • CHA bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine (-5)

Save Throws: poison

Skills: exhaustion, petrified, poisoned

Damage Resistances: darkvision 60 ft., passive Perception 10

Damage Immunities: Terran

Condition Immunities: 2

Senses: 450

Languages:

Challenge: Multiattack. The gargoyle makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit:5 (1d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit:5 (1d6 + 2) slashing damage.
(0 xp)

False Appearance. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.,

Actions

Duergar Soulblade medium humanoid (dwarf), lawful evil 13 10 xp

  • Armor class 14 (Leather Armor)
  • Hit points 18 (4d8+8)
  • Speed 25 ft.
  • STR 11 (0)
  • DEX 16 (+3)
  • CON 10 (0)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 12 (+1)

Damage Resistances: poison

Senses: darkvision 120, fly 40 ft.

Languages: 7

Challenge: 13 (10 xp)

10

Actions

12

Legendary Actions

17

Duergar Stone Guard medium humanoid (dwarf), lawful evil Common 1 xp

  • Armor class 18 (Chain mail, shield)
  • Hit points 39 (6d8+12)
  • Speed 25 ft.
  • STR 18 (+4)
  • DEX 11 (0)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 9 (-1)

Damage Resistances: poison

Senses: darkvision 120, exhaustion, poisoned

Languages: darkvision 60 ft., passive Perception 10

Challenge: Common (1 xp)

200

Actions

Legendary Actions

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.

Duergar Xarrorn medium humanoid (dwarf), lawful evil 5 14 xp

  • Armor class 18 (Plate mail)
  • Hit points 26 (4d8+8)
  • Speed 25 ft.
  • STR 16 (+3)
  • DEX 11 (0)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 9 (-1)

Damage Resistances: poison

Senses: darkvision 120 passive perception 10

Languages: Dwarfish, climb 30 ft.

Challenge: 5 (14 xp)

12

3

Actions

1

Legendary Actions

7

Duergar medium humanoid (dwarf), lawful eveil 0 xp

  • Armor class 16 (scale mail, passive Perception 8)
  • Hit points --
  • Speed 10
  • STR A giant fire beetle is a nocturnal creature that takes its
    name from a pair of glowing glands that give off light.
    Miners and adventurers prize these creatures, for a
    giant fire beetle's glands continue to shed light for 1d6
    days after the beetle dies. Giant fire beetles are most
    commonly found underground and in dark forests. (-5)
  • DEX Bite. Melee Weapon Attack:+ 1 to hit, re ach 5 ft., one target. Hit: 2 (1d6- 1) slashing damage. (-5)
  • CON (-5)
  • INT Illumination. The beetle sheds bright light in a 10-foot radius
    and dim light for an additional 10 feet.,, (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Earth Elemental Large elemental, neutral 1/4 50 xp

  • Armor class 17 (natural)
  • Hit points 126 (12d10+60)
  • Speed 30 ft., swim 30 ft.
  • STR 12 (+1)
  • DEX 13 (+1)
  • CON 11 (0)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 3 (-4)

Skills: Perception +2, Stealth +3

Senses: darkvision 30 ft., passive Perception 12

Languages:

Challenge: 1/4 (50 xp)

Amphibious.The frog can breathe air and water.
Standing Leap. The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit:4 (1d6 + 1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target.
Swallow. The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time.If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Efreeti Large elemental, lawful evil 1/4 50 xp

  • Armor class 17 (natural)
  • Hit points 200 (16d10+112)
  • Speed 40ft., climb 30 ft.
  • STR 15 (+2)
  • DEX 12 (+1)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 5 (-3)

Senses: darkvision 30 ft., passive Perception 10

Languages:

Challenge: 1/4 (50 xp)

,,

Actions

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

Elk Large beast, unaligned 1/4 50 xp

  • Armor class 10
  • Hit points 13 (2d10+2)
  • Speed 50 ft.
  • STR 16 (+3)
  • DEX 10 (0)
  • CON 12 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 6 (-2)

Senses: passive Perception 10

Languages:

Challenge: 1/4 (50 xp)

15

Actions

Ram. Melee Weapon Attack:+5 to hit, fly 60ft

Legendary Actions

13

Ettercap Medium monstrosity, neutral evil 1 200 xp

  • Armor class 13 (natural armor)
  • Hit points 44 (8d8+8)
  • Speed 30 ft., climb 10ft.
  • STR 17 (+3)
  • DEX 13 (+1)
  • CON 13 (+1)
  • INT 4 (-3)
  • WIS 10 (0)
  • CHA 4 (-3)

Skills: Perception +4, Stealth +5

Senses: darkvision 60 ft., passive Perception 14

Languages: --

Challenge: 1 (200 xp)

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

Actions

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

Ettin Large giant, chaotic evil 16 12 xp

  • Armor class 12 (natural)
  • Hit points 85 (10d10+30)
  • Speed 40 ft.
  • STR 21 (+5)
  • DEX 8 (-1)
  • CON 17 (+3)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 8 (-1)

Skills: Perception +4

Senses: Darkvision 60 ft., climb 30 ft.

Languages: 14

Challenge: 16 (12 xp)

2

Actions

11

Legendary Actions

4

Female Steeder Large beast, unaligned 1 200 xp

  • Armor class 14 (natural armor)
  • Hit points 30 (4d10+8)
  • Speed 30 ft.,climb 30ft.
  • STR 15 (+2)
  • DEX 16 (+3)
  • CON 14 (+2)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 3 (-4)

Skills: Stealth +7

Senses: darkvision 120 ft., passive Perception 10

Languages: -

Challenge: 1 (200 xp)

Duergar breed and train thcsr: giant Underdarkdwelling are taranmlas. steeders as big Male as ponies and used as the beasts of by durwrgar burden. The larger females are trained and used as mounts. Steelers don't spin webs. but they exude a sticky substance from their legs that lets them walk on walls as and ceilings without trouble. well as snare prey.

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

Leap. The steeder can expend all its movement on iuts turn to jump up to 90 feet vertically or horizontally, provided that is speed is at least 30 feet., fly 60 ft.

Actions

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

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

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

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

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

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

Incite Rampage (Recharge 5-6). One creature the gnoll can see within 30 feet of it can use its reaction to make a melee attack if it can hear the gnoll and has the Rampage trait. 0 xp

  • Armor class 13
  • Hit points 102 (12d10+36)
  • Speed 50 ft.
  • STR 10 (0)
  • DEX 17 (+3)
  • CON 16 (+3)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 7 (-2)

Damage Resistances: bludgeoning, passive Perception 10

Damage Immunities: Gnoll

Condition Immunities: 2

Senses: 450

Languages:

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

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

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

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

Incite Rampage (Recharge 5-6). One creature the gnoll can see within 30 feet of it can use its reaction to make a melee attack if it can hear the gnoll and has the Rampage trait. (0 xp)

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

Actions

Frulam Mondath medium Humanoid, lawful evil 6 10 xp

  • Armor class 16 (chain mail)
  • Hit points 44 (8d8+8)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 10 (0)
  • CON 13 (+1)
  • INT 11 (0)
  • WIS 18 (+4)
  • CHA 15 (+2)

Save Throws: Wis +6, shield

Skills: 22

Damage Resistances: 5d8

Damage Immunities: 30 ft.

Condition Immunities: 14

Senses: 12

Languages: 11

Challenge: 6 (10 xp)

7

Actions

Gargoyle Medium elemental, chaotic evil 0 xp

  • Armor class 15 (natural armor)
  • Hit points 52 (7d8+12)
  • Speed 30 ft., shield
  • STR7 (-2)
  • DEX 2d6 (-4)
  • CON 30ft (+10)
  • INT8 (-1)
  • WIS14 (+2)
  • CHA10 (0)

Save Throws:10

Skills:8

Damage Resistances:8

Condition Immunities: Stealth +6

Languages:

Challenge: (0 xp)

Common, Goblin

Actions

1/4

Legendary Actions

50

Ghost Medium undead, any alignment 0 xp

  • Armor class 11
  • Hit points 45 (10d8)
  • Speed 0 ft., PP 14
  • STR (-5)
  • DEX 5 (-3)
  • CON 1800 (+895)
  • INT (-5)
  • WIS Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage.

    Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.

    Petrifying Breath (Recharge 5-6). The gorgon exhales
    petrifying gas in a 30-foot cone. Each creature in that area
    must succeed on a DC 13 Constitution saving throw. On a
    failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic. (-5)
  • CHA (-5)

Save Throws: Trampling Charge. If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action.,,

Languages:

Challenge: (0 xp)

Actions

Ghoul Medium undead, chaotic evil 16 1 xp

  • Armor class 12
  • Hit points 22 (5d8)
  • Speed 30 ft.
  • STR 13 (+1)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 7 (-2)
  • WIS 10 (0)
  • CHA 6 (-2)

Damage Immunities: poison

Condition Immunities: charmed, climb 10 ft.

Senses: 12

Languages: 6

Challenge: 16 (1 xp)

6

Stealth +2

Actions

2

Giant Centipede Small beast, unaligned 0 xp

  • Armor class 13 (natural armor)
  • Hit points 4 (1d6+1)
  • Speed 30 ft., Deception +4, Perception +4, Stealth +3
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT darkvision 60 ft., passive perception 14 (-5)
  • WIS Common, Draconic, Sylvan (-5)
  • CHA 3 (-4)

Save Throws: 700

Damage Resistances: Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.

Invisible Passage. The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.

Condition Immunities: Amphibious. The hag can breathe air and water.

Innate Spellcasting. The hag's innate spellcasting ability
is Charisma (spell save DC 12). She can innately cast the
following spells, requiring no material components:
At will: dancing lights, minor illusion, vicious mockery

Mimicry. The hag can mimic animal sounds and humanoid
voices. A creature that hears the sounds can tell they are
imitations with a successful DC 14 Wisdom (Insight) cheok.,

Languages:

Challenge: (0 xp)

Actions

Giant Fire Beetle small beast, unaligned 14 13 xp

  • Armor class 13 (natural)
  • Hit points 4 (1d6+1)
  • Speed 30 ft.
  • STR 8 (-1)
  • DEX 10 (0)
  • CON 12 (+1)
  • INT 1 (-5)
  • WIS 7 (-2)
  • CHA 3 (-4)

Senses: blindsight 30 ft., fly 30 ft. (hover)

Languages: 15

Challenge: 14 (13 xp)

12

Actions

11

Legendary Actions

9

Giant Frog Medium beast, unaligned 2 450 xp

  • Armor class 11
  • Hit points 18 (4d8)
  • Speed 30 ft., fly 80 ft.
  • STR 18 (+4)
  • DEX 15 (+2)
  • CON 16 (+3)
  • INT 2 (-4)
  • WIS 13 (+1)
  • CHA 8 (-1)

Skills: Perception +5

Senses: darkvision 60 ft., passive Perception 15

Languages:

Challenge: 2 (450 xp)

Keen Sight.The griffon has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The griffon makes two attacks: one with its beak and one with its claws.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit:8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit:11 (2d6 + 4) slashing damage.

Giant Lizard Large beast, unaligned 0 xp

  • Armor class 12 (natural armor)
  • Hit points 19 (3d10+3)
  • Speed 30 ft., passive Perception 12
  • STR understands Draconic but can't speak (-5)
  • DEX 2 (-4)
  • CON 450 (+220)
  • INT (-5)
  • WIS Multiattack.The drake attacks twice, once with its bite and once with its tail.
    Bite. Melee Weapon Attack:+5 to hit, reach 5 ft., one target.
    Hit: 7 ( 1d8 + 3) piercing damage.
    Tail. Melee Weapon Attack:+5 to hit, reach 5 ft., one target.
    Hit: 6 (1d6 + 3) bludgeoning damage. (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Giant Owl Large best, neutral 0 xp

  • Armor class 12
  • Hit points 19 (3d10 + 3)
  • Speed 5ft, shield
  • STR11 (0)
  • DEX 2d8 + 2 (-4)
  • CON 30ft (+10)
  • INT13 (+1)
  • WIS12 (+1)
  • CHA12 (+1)

Save Throws:10

Skills:11

Damage Resistances:10

Condition Immunities: Perception +2

Languages:

Challenge: (0 xp)

any one language (usually Common)

Actions

1/8

Legendary Actions

25

Giant Rocktopus Large Beast, unaligned 0 xp

  • Armor class 11
  • Hit points 52 (8d10+8)
  • Speed 20 ft., Con +4
  • STR Athletics +5, Perception +2 (-5)
  • DEX Fire (-5)
  • CON (-5)
  • INT (-5)
  • WIS Blindsight 10 ft., darkvision 60 ft., PP 12 (-5)
  • CHA Common, Draconic (-5)

Save Throws: 5

Skills: 1800

Damage Immunities: 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: 6 (1d10 + 1) piercing damage.

Fire Breath (Recharge 5-6). The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

Reactions

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

Senses: ,,

Languages:

Challenge: (0 xp)

Actions

Giant Spider Large beast, unaligned blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned 0 xp

  • Armor class 14 (natural Armor)
  • Hit points 26 (4d10+4)
  • Speed 30 ft., shield
  • STR 60 (+25)
  • DEX 8d8+24 (-1)
  • CON 30 ft., fly 30ft. (+10)
  • INT 18 (+4)
  • WIS 13 (+1)
  • CHA 16 (+3)

Save Throws: 10

Skills: 10

Damage Resistances: 10

Condition Immunities: Perception +4

Senses: bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine

Languages: force, necrotic, poison

Challenge: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned (0 xp)

understands the languages of its creator but can't speak

Actions

4

Legendary Actions

1,100

Giant Vulture Large beast, neutral evil 1 200 xp

  • Armor class 10
  • Hit points 22 ((3d10 + 6))
  • Speed 10 ft., fly 60 ft.
  • STR 17 (+3)
  • DEX 13 (+1)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 8 (-1)

Skills: Perception +5

Languages:

Challenge: 1 (200 xp)

Keen Sight. The hippogriff has advantage an Wisdom (Perception) checks that rely on sight.

,

Actions

Multiattack. The hippogriff makes two attacks: one with its beak and one with its claws.

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

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

Gnoll Pack Lord Medium humanoid (gnoll), chaotic evil 3 700 xp

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

Senses: darkvision 60 ft., passive Perception 10

Languages: Common, Goblin

Challenge: 3 (700 xp)

Martial Advantage. Once per turn, the hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.,

Actions

Multiattack.The hobgoblin makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit:9 (2d6 + 2) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target.
Hit:5 (1d6 + 2) piercing damage.
Leadership (Recharges after a Short or Long Rest).For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.

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

  • Armor class 15 (hide armor, shield)
  • Hit points 11 (2d8+2)
  • Speed 30 ft.
  • STR 13 (+1)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 9 (-1)

Senses: darkvision 60 ft., passive Perception 10

Languages: Common, Goblin

Challenge: 1/2 (100 xp)

Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.

Actions

Longsword. Melee Weapon Attack:+3 to hit, reach 5 ft., one target.
Hit:5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target.
Hit:5 (1d8 + 1) piercing damage.

Goblin Small humanoid (goblinoid), neutral evil Multiattack. The hook horror makes two hook attacks .
Hook. Melee Weapon Attack: +6 to hit , reach 10ft., one target. Hit: 11 (2d6 + 4) piercing damage. 0 xp

  • Armor class 15 (leather armor, climb 30 ft.)
  • Hit points 18 (10)
  • Speed 15
  • STR 6 (-2)
  • DEX 12 (+1)
  • CON 7 (-2)
  • INT (-5)
  • WIS Perception +3 (-5)
  • CHA (-5)

Damage Resistances: blindsight 60 ft., dark vision 10 ft., passive perception 13

Damage Immunities: Hook Horror

Condition Immunities: 3

Senses: 700

Languages:

Challenge: Multiattack. The hook horror makes two hook attacks .
Hook. Melee Weapon Attack: +6 to hit , reach 10ft., one target. Hit: 11 (2d6 + 4) piercing damage. (0 xp)

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

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

Actions

Gorgon Large monstrosity, unaligned 16 13 xp

  • Armor class 19 (natural)
  • Hit points 114 (12d10+48)
  • Speed 40 ft.
  • STR 20 (+5)
  • DEX 11 (0)
  • CON 18 (+4)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +4

Condition Immunities: petrified

Senses: darkvision 60 ft., swim 30 ft.

Languages: 12

Challenge: 16 (13 xp)

12

Actions

13

Legendary Actions

7

Gray ooze Medium ooze, unaligned 0 xp

  • Armor class 8
  • Hit points 22 (3d8+9)
  • Speed 10 ft., Int +4
  • STR Acrobatics +5, Deception +3, Insight+2, Perception +4, Persuasion +3, Stealth +7 (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS darkvision 60 ft., passive Perception 14 (-5)
  • CHA Common, Gnomish, Goblin, Sylvan (-5)

Save Throws: 1

Skills: 200

Damage Immunities: Multiattack.Jamna attacks twice with her shortswords.
Shortsword. Melee Weapon Attack:+5 to hit, reach 5 ft., one target.
Hit:6 (1d6 + 3) piercing damage, or 9 (1d6 + 3 plus 1d6) piercing damage if the target is Medium or larger.

Senses: Cunning Action.Jamna can take a bonus action to take the Dash, Disengage, or Hide action.
Gnome Cunning.Jamna has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
Spellcasting.Jamna is a 4th-level spellcaster that uses Intelligence as her spellcasting ability (spell save DC 12, +4 to hit with spell attacks). Jamna has the following spells prepared from the wizard spell list:
Cantrips (at will): mage hand, minor illusion, prestidigitation, ray of frost
1st level (3 slots): charm person, color spray, disguise self,
longstrider

Languages:

Challenge: (0 xp)

Actions

Green Hag Medium Fey, neutral evil any one language (usually Common) 3 xp

  • Armor class 17 (natural armor)
  • Hit points 82 (11d8+33)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 12 (+1)
  • CON 16 (+3)
  • INT 13 (+1)
  • WIS 14 (+2)
  • CHA 14 (+2)

Skills: Arcana +3, Wis +2

Languages: passive Perception 10

Challenge: any one language (usually Common) (3 xp)

700

Actions

Legendary Actions

Multiattack. The knight makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit:10 (2d6 + 3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target.
Hit:5 (1d10) piercing damage.
Leadership (Recharges after a Short or Long Rest).For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

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

Grell Medium aberration, neutral evil 0 xp

  • Armor class 12
  • Hit points 55 (10d8+10)
  • Speed 10ft., passive Perception 8
  • STR Common, Draconic (-5)
  • DEX 1/8 (-5)
  • CON 25 (+7)
  • INT (-5)
  • WIS Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
    Hit:4 (1d4 + 2) piercing damage.
    Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target.
    Hit:4 (1d4 + 2) bludgeoning damage.
    (-5)
  • CHA (-5)

Save Throws: Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.,

Languages:

Challenge: (0 xp)

Actions

Griffon Large monstrosity, unaligned 1 200 xp

  • Armor class 12
  • Hit points 59 (7d10+21)
  • Speed 30 ft., swim 30 ft.
  • STR 14 (+2)
  • DEX 10 (0)
  • CON 14 (+2)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 11 (0)

Skills: Perception +6, Religion +4

Senses: darkvision 120,passive perception 16

Languages: Undercommon

Challenge: 1 (200 xp)

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

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

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

Actions

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

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (ld4 + 2) piercing damage.

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

Guard Drake medium Dragon, unaligned 10 14 xp

  • Armor class 14 (natural armor)
  • Hit points 52 (7d8+21)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 11 (0)
  • CON 16 (+3)
  • INT 4 (-3)
  • WIS 10 (0)
  • CHA 7 (-2)

Save Throws: Perception +2

Damage Resistances: Lightning

Senses: darkvision 60ft., swim 30 ft.

Languages: 14

Challenge: 10 (14 xp)

12

Actions

14

Legendary Actions

11

Guard Medium humanoid (any race), any alingment 1/4 50 xp

  • Armor class 16 (chain shirt, shield)
  • Hit points 18
  • Speed 30 ft., swim 30 ft.
  • STR 13 (+1)
  • DEX 10 (0)
  • CON 11 (0)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 8 (-1)

Skills: Perception +4

Senses: darkvision 120ft., passive Perception 14

Languages: Undercommon

Challenge: 1/4 (50 xp)

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

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

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

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

Actions

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

Spear. Melee or Ranged Weapon Attack: +3 t0 hit, reach 5 ft. or range 20f60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

Net. Ranged Weapon Attack: +3 to hit, range Sf15 ft., one Large or smaller creature. Hit: The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net.

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

Half-Red Dragon Veteran Medium humanoid (human), any alignment 4 1 xp

  • Armor class 18 (plate)
  • Hit points 65 (10d8+20)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 13 (+1)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Save Throws: Str +5, Con +5

Skills: Athletics +6, Intimidation +3, Perception +4

Damage Resistances: lightning

Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 14

Languages: Common, Draconic

Challenge: 4 (1 xp)

Action Surge (Recharges when Langdedrosa Finishes a Short or Long Rest). On his turn, Langdedrosa can take one additional action.
Improved Critical. Langdedrosa's weapon attacks score a critical hit on a roll of 19 or 20.

Actions

Multiattack. Langdedrosa attacks twice, either with his greatsword or spear.
Greatsword. Melee Weapon Attack:+6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
Spear. Melee or Ranged Weapon Attack:+6 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Lightning Breath (Recharge 5-6 ). Langdedrosa breathes lightning in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 13 Dexterity saving throw, taking
22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

Helmed Horror Medium construct, neutral 1/2 100 xp

  • Armor class 20 (plate, shield)
  • Hit points 22 (4d8+4)
  • Speed 30 ft., swim 30ft.
  • STR 15 (+2)
  • DEX 10 (0)
  • CON 13 (+1)
  • INT 7 (-2)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3, Stealth +4, Survival +5

Senses: passive Perception 13

Languages: Draconic

Challenge: 1/2 (100 xp)

Hold Breath. The lizardfolk can hold its breath for 15 minutes.,,

Actions

Multiattack.The lizardfolk makes two melee attacks, each one with a different weapon.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit:5 (1d6 + 2) piercing damage.
Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit:5 (1d6 + 2) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target.
Hit:5 (1d6 + 2) piercing damage.
Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit:5 (1d6 + 2) piercing damage.

Hippogriff Large monstrosity, unaligned 0 xp

  • Armor class 11
  • Hit points 19 (3d10 + 3)
  • Speed 40 ft., Wis +4
  • STR Arcana +6, History +6 (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS passive Perception 11 (-5)
  • CHA any four languages (-5)

Save Throws: 6

Skills: 2,300

Damage Immunities: 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.

Senses: Spellcasting.The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:
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,,

Languages:

Challenge: (0 xp)

Actions

Hobgoblin Captain Medium humanoid (goblinoid), lawful evil 10 15 xp

  • Armor class 17 (half plate)
  • Hit points 39 (6d8+12)
  • Speed 30 ft.
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 12 (+1)
  • WIS 10 (0)
  • CHA 13 (+1)

Senses: darkvision 60 ft., swim 40ft.

Languages: 18

Challenge: 10 (15 xp)

8

Actions

10

Legendary Actions

9

Hobgoblin Medium humanoid (goblinoid), lawful evil Multiattack. The merrow makes two attacks: one with its bite and one with its claws or harpoon.

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

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

Harpoon. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow. 0 xp

  • Armor class 18 (chain mail, swim 40 ft.)
  • Hit points 18 (10)
  • Speed 15
  • STR 8 (-1)
  • DEX 10 (0)
  • CON 9 (-1)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Damage Resistances: darkvision 60 ft., PP12

Damage Immunities: Abyssal, Aquan

Condition Immunities: 2

Senses: 450

Languages:

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

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

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

Harpoon. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow. (0 xp)

Amphibious. The merrow can breathe air and water.,,

Actions

Hook Horror Large monstrosity, neutral 0 xp

  • Armor class 15 (natural)
  • Hit points 75 (10d10+20)
  • Speed 30 ft., poisoned
  • STR darkvision 60 ft., passive Perception 9 (-5)
  • DEX understands Abyssal but can't speak (-5)
  • CON 2 (-4)
  • INT 450 (+220)
  • WIS (-5)
  • CHA Greataxe. Melee Weapon Attack: +6 to hi t, reach 5 ft., one
    target. Hit: 17 (2d12 + 4) slashing damage.

    Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. (-5)

Skills: Damage Vulnerabilities: bludgeoning

Charge. If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.,

Languages:

Challenge: (0 xp)

Actions

Ixitxachitl Cleric abberration, chaotic evil 3 700 xp

  • Armor class 15 (natural armor)
  • Hit points 18 (4d6+4)
  • Speed 0ft., swim 30 ft.
  • STR 12 (+1)
  • DEX 16 (+3)
  • CON 13 (+1)
  • INT 12 (+1)
  • WIS 13 (+1)
  • CHA 7 (-2)

Senses: darkvision 60 ft., passive Perception 11

Languages: Abyssal, Ixitxachitl

Challenge: 3 (700 xp)

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

The ixitxachil has the following cleric spells prepared:

Cantrips (at will): guidance, thaumaturgy
1st level (4 slots): charm person, create or destroy water
2nd level (3 slots): hold person, silence
3rd level (2 slots): dispel magic, tongues, Int +5, Wis +9, Cha+8

Actions

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

Ixitxachitl Small aberration, chaotic evil 0 xp

  • Armor class 15 (natural armor)
  • Hit points 18 (4d6+4)
  • Speed 0 ft., Insight +4, Persuasion +5
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT passive Perception 10 (-5)
  • WIS any two languages (-5)
  • CHA 1/8 (-5)

Save Throws: 25

Damage Resistances: 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.

Condition Immunities:,

Languages:

Challenge: (0 xp)

Actions

Ixitxachitl Small aberration, chaotic evil 0 xp

  • Armor class 15 (natural armor)
  • Hit points 18 (4d6+4)
  • Speed 0 ft., passive Perception 8
  • STR Common, Giant (-5)
  • DEX 2 (-4)
  • CON 450 (+220)
  • INT (-5)
  • WIS Greatclub. Melee Weapon Attack:+6 to hit, reach 5 ft., one target.
    Hit:13 (2d8 + 4) bludgeoning damage.
    Javelin. Melee or Ranged Weapon Attack:+6 to hit, reach 5 ft. or range 30/120 ft., one target.
    Hit:11 (2d6 + 4) piercing damage.
    (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Jamna Gleamsilver Small Humanoid, neutral Aggressive.As a bonus action, the orc can move up to its speed
toward a hostile creature that it can see.,, 0 xp

  • Armor class 15 (leather armor)
  • Hit points 22 (4d6+8)
  • Speed 25 ft.
  • STR 8 (-1)
  • DEX 17 (+3)
  • CON 14 (+2)
  • INT 15 (+2)
  • WIS 10 (0)
  • CHA 12 (+1)

Save Throws: Dex +5, passive Perception 10

Skills: Common, Orc

Damage Resistances: 1/2

Damage Immunities: 100

Senses: Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit:9 (1d12 + 3) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target.
Hit:6 (1d6 + 3) piercing damage.

Languages:

Challenge: Aggressive.As a bonus action, the orc can move up to its speed
toward a hostile creature that it can see.,, (0 xp)

Actions

Knight Medium humanoid (any race), any alignment Limited Telepathy. The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond. 0 xp

  • Armor class 18 (plate)
  • Hit points 52 (8d8+16)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 11 (0)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 11 (0)
  • CHA 15 (+2)

Save Throws: Con +4, passive Perception 11

Skills: Otyugh

Damage Resistances: 5

Damage Immunities: 1,800

Senses: Multiattack. The otyugh makes three attacks: one with its bite and two with its tentacles.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit:12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.
Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit:7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.
Tentacle Slam. The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Strength saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.

Languages:

Challenge: Limited Telepathy. The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond. (0 xp)

Actions

Kobold Small humanoid (kobold), lawful evil 0 xp

  • Armor class 12
  • Hit points 5 (2d6-2)
  • Speed 30 ft.
  • STR 7 (-2)
  • DEX 15 (+2)
  • CON 9 (-1)
  • INT 8 (-1)
  • WIS 7 (-2)
  • CHA 8 (-1)

Senses: darkvision 60 ft., PP 13

Languages:

Challenge: (0 xp)

Actions

3

Legendary Actions

700

Kuo-toa Monitor Medium humanod (kuo-toa), neutral evil 2 450 xp

  • Armor class 13 (natural armor)
  • Hit points 65 (10d8+20)
  • Speed 30 ft., fly 60ft.
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 13 (+1)
  • INT 9 (-1)
  • WIS 12 (+1)
  • CHA 10 (0)

Skills: Perception +5

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons

Senses: passive Perception 15

Languages: understands Common and Elvish but can't speak

Challenge: 2 (450 xp)

Dive Attack.If the peryton is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target.
Flyby.The peryton doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Keen Sight and Smell.The peryton has advantage on Wisdom (Perception) checks that rely on sight or smell.,

Actions

Multiattack. The peryton makes one gore attack and one talon attack.
Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit:8 (2d4 + 3) piercing damage.

Kuo-toa Whip Medium humanod (kuo-toa), neutral evil 0 xp

  • Armor class 11 (natural armor)
  • Hit points 65 (10d8+20)
  • Speed 30 ft., Shield
  • STR 59 (+24)
  • DEX 7d8+28 (-2)
  • CON 20ft., swim 40ft. (+5)
  • INT 15 (+2)
  • WIS 12 (+1)
  • CHA 18 (+4)

Save Throws: 11

Skills: 16

Damage Resistances: 7

Damage Immunities: Str +4, Con +6

Condition Immunities: Perception +5, Religion +2, Stealth +3

Languages:

Challenge: (0 xp)

Common, Bullywug

Actions

3

Legendary Actions

700

Kuo-Toa Medium humanoid (kuo-toa), neutral evil Superior Invisibility. The pixie magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the picie wears or carries is invisible with it. 0 xp

  • Armor class 13 (natural armor, fly 30ft)
  • Hit points 2 (20)
  • Speed 8
  • STR10 (0)
  • DEX14 (+2)
  • CON15 (+2)
  • INT (-5)
  • WIS Perception +4, Stealth +7 (-5)
  • CHA (-5)

Damage Resistances: PP 14

Damage Immunities: Sylvan

Condition Immunities: 1/4

Senses:50

Languages:

Challenge: Superior Invisibility. The pixie magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the picie wears or carries is invisible with it. (0 xp)

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

Innate Spellcasting. The pixie's innate spellcasting ability is CHA (spell save DC 12) it can innately cast the following spells, requiring only its pixie dust as a component:

At will: druidcraft (236)
1/day each: confusion(234), dancing lights(230), detect evil and good(231), detect thoughts(231), dispel magic(234), entangle(238), fly(243), phantasmal force(264), polymorph(266), sleep(276)

Actions

Langdedrosa Cyanwrath medium Humanoid, lawful evil 0 xp

  • Armor class 17 (splint)
  • Hit points 57 (6d12+18)
  • Speed 30 ft.
  • STR 19 (+4)
  • DEX 13 (+1)
  • CON 16 (+3)
  • INT 10 (0)
  • WIS 14 (+2)
  • CHA 12 (+1)

Save Throws: Str +6, fly 50 ft. (hover)

Skills: 1

Damage Resistances: 14

Damage Immunities: 11

Condition Immunities: 10

Senses: 10

Languages: 11

Challenge: (0 xp)

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

darkvision 60 ft., passive Perception 10

Actions

necrotic, poison

Legendary Actions

charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Lizardfolk Medium humanoid (lizardfolk), neutral 0 xp

  • Armor class 15 (natural armor, Persuasion +3, Religion +4)
  • Hit points
  • Speed
  • STR passive Perception 13 (-5)
  • DEX any two languages (-5)
  • CON 2 (-4)
  • INT 450 (+220)
  • WIS (-5)
  • CHA Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
    Hit:3 (1d6) bludgeoning damage. (-5)

Skills: 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.
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,,

Languages:

Challenge: (0 xp)

Actions

Mage Medium humanoid (any race), any alignment 0 xp

  • Armor class 12 (15 with Mage Armor)
  • Hit points 40 (9d8)
  • Speed 30
  • STR 9 (-1)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 17 (+3)
  • WIS 12 (+1)
  • CHA 11 (0)

Save Throws: Int +6, fly 60 ft.

Skills: 6

Damage Resistances: 15

Damage Immunities: 13

Condition Immunities: 10

Senses: 12

Languages: 10

Challenge: (0 xp)

blindsight 10 ft., darkvision 60 ft., PP 13

Actions

Merrow Large monstrosity, chaotic evil 2 450 xp

  • Armor class 13 (natural armor)
  • Hit points 45 (6d10+12)
  • Speed 10ft., climb 30ft.
  • STR 17 (+3)
  • DEX 12 (+1)
  • CON 16 (+3)
  • INT 6 (-2)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Athletics +5

Damage Immunities: poison

Condition Immunities: poisoned

Senses: darkvision 120,passive perception 10

Languages: Undercommon

Challenge: 2 (450 xp)

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

Actions

Multiattack. The quaggoth makes two claw attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (ld6 + 3) slashing damage.

Merrow Large monstrosity, chaotic evil 0 xp

  • Armor class 13 (natural)
  • Hit points 45 (6d10+12)
  • Speed 10 ft., Wis +5
  • STR Arcana +7, Deception +3, Insight +5, Stealth +6 (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS passive Perception 12 (-5)
  • CHA Common, Draconic, Infernal, Primordial, Thayan (-5)

Save Throws: 6

Skills: 2,300

Damage Immunities: Quarterstaff. Melee Weapon Attack: +4to hit, reach 5 ft., one target. Hit: 4 ( 1d8) bludgeoning damage.

Reactions
Illusory Self (Recharges when Rath Finishes a Short or Long Rest).When a creature Rath can see makes an attack roll against him, he can interpose an illusory duplicate between the attacker and him. The attack automatically misses Rath, then the illusion dissipates.

Senses: Special Equipment. Rath has a staff of fire, and scrolls of dimension door, featherfall, and fireball.
Spellcasting. Rath is an 11th-level spellcaster who uses Intelligence as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Rath has the following spells prepared
from the wizard spell list:
Cantrips (at will) : fire bolt, minor illusion, prestidigitation, shocking grasp
1st level (4 slots): chromatic orb, color spray, mage armor, magic missile
2nd level (3 slots): detect thoughts, mirror image, phantasmal force
3rd level (3 slots): counterspell, fireball, major image
4th level (3 slots): confusion, greater invisibility
5th level (2 slots): mislead, seeming
6th level (1 slot): globe of invulnerability,

Languages:

Challenge: (0 xp)

Actions

Minotaur Skeleton Large undead, lawful evil poison 0 xp

  • Armor class 12 (natural)
  • Hit points 67 (9d10+18)
  • Speed 40 ft.
  • STR 18 (+4)
  • DEX 11 (0)
  • CON 15 (+2)
  • INT 6 (-2)
  • WIS 8 (-1)
  • CHA 5 (-3)

Damage Immunities: poison

Condition Immunities: exhaustion, Con+7, Wis+6, Cha+7

Languages: necrotic, psychic

Challenge: poison (0 xp)

darkvision 60 ft., passive Perception 13

1800

Actions

the languages it knew in life

Legendary Actions

5

Mummy Lord Medium undead, lawful evil 7 2 xp

  • Armor class 17 (natural)
  • Hit points 97 (13d8+39)
  • Speed 20
  • STR 18 (+4)
  • DEX 10 (0)
  • CON 17 (+3)
  • INT 11 (0)
  • WIS 18 (+4)
  • CHA 16 (+3)

Save Throws: Con +8, Wis +4

Skills: Arcana +5, Stealth +9

Damage Immunities: acid

Condition Immunities: charmed, frightened

Senses: blindsight 10 ft., darkvision 120 ft., passive Perception 11

Languages: Common, Draconic, Infernal, Giant, Netherese

Challenge: 7 (2 xp)

Special Equipment. Rezmir has the Black Dragon Mask,Hazirawn, and an insignia of claws (see appendix C for all items).
Amphibious. Rezmir can breathe air and water.
Dark Advantage. Once per turn, Rezmir can deal an extra 10 (3d6) damage when she hits with a weapon attack, provided Rezmir has advantage on the attack roll.
Draconic Majesty.While wearing no armor and wearing the Black Dragon Mask, Rezmir adds her Charisma bonus to her AC (included).
Immolation.When Rezmir is reduced to 0 hit points, her body disintegrates into a pile of ash.
Legendary Resistance (1/Day). If Rezmir fails a saving throw while wearing the Black Dragon Mask, she can choose to succeed instead.,,

Actions

Greatsword (Hazirawn). Melee Weapon Attack:+9 to hit, reach 5 ft., one target.
Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) necrotic damage.
If the target is a creature, it can't regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect
early on a success.
Caustic Bolt. Ranged Spell Attack:+8 to hit, range 90 ft., one target. Hit: 18 (4d8) acid damage.
Acid Breath (Recharge 5-6 ). Rezmir breathes acid in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 14 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.

Legendary Actions

If she is wearing the Black Dragon Mask, Rezmir can take up to two legendary actions between each of her turns, taking the actions all at once or spreading them over the round. A
legendary action can be taken only at the start or end of a turn.
Rezmir has the following legendary action options, some of which expend more than one action when taken:
2 Actions. A 15-foot radius of magical darkness extends from
a point Rezmir can see within 60 feet of her and spreads around corners. The darkness lasts as long as Rezmir maintains concentration, up to 1 minute. A creature with
darkvision can't see through this darkness, and no natural light can illuminate it. If any of the area overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.
1 Action. Rezmir makes one melee attack.
1 Action. Rezmir takes the Hide action.

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

  • Armor class 12 (15) (mage armor)
  • Hit points 40 (9d6+9)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 14 (+2)
  • CON 13 (+1)
  • INT 14 (+2)
  • WIS 5 (-3)
  • CHA 16 (+3)

Skills: Arcana +5, Stealth +4

Senses: darkvision 120 ft., passive Perception 7

Languages: Dwarvish, Undercommon

Challenge: 2 (450 xp)

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

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

Sunlight Sensitivity. While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight., climb 10 ft.

Actions

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

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

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

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

Noble Medium humanoid (any race), any alignment 0 xp

  • Armor class 15 (breastplate)
  • Hit points 9 (2d8)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 12 (+1)
  • CON 11 (0)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 16 (+3)

Skills: Deception +5, psychic

Damage Resistances: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned

Damage Immunities: blindsight 60 ft. (blind beyond this radius), passive Perception 6

Senses: 2

Languages: 450

Challenge: (0 xp)

Actions

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.,,

Ogre Large giant, chaotic evil 0 xp

  • Armor class 11 (hide armor)
  • Hit points 59 (7d10+21)
  • Speed 40 ft.
  • STR 19 (+4)
  • DEX 8 (-1)
  • CON 16 (+3)
  • INT 5 (-3)
  • WIS 7 (-2)
  • CHA 7 (-2)

Senses: darkvision 60 ft., Perception +5, Stealth +6, Survival +5

Languages:

Challenge: (0 xp)

passive Perception 15

100

Actions

any one language (usually Common

Legendary Actions

1/2

Orc Medium humanoid (orc), chaotic evil 8 16 xp

  • Armor class 13 (hide armor)
  • Hit points 15 (2d8+6)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 12 (+1)
  • CON 16 (+3)
  • INT 7 (-2)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Intimidation +2

Senses: darkvision 60 ft., swim 20 ft.

Languages: 18

Challenge: 8 (16 xp)

5

Actions

10

Legendary Actions

5

Otyugh Large aberration, neutral understands all languages it knew in life but can't speak 1 xp

  • Armor class 14 (natural armor)
  • Hit points 114 (12d10+48)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 11 (0)
  • CON 19 (+4)
  • INT 6 (-2)
  • WIS 13 (+1)
  • CHA 6 (-2)

Save Throws: Con +7

Senses: darkvision 120 ft., poisoned

Languages: darkvision 60 ft., passive Perception 9

Challenge: understands all languages it knew in life but can't speak (1 xp)

50

Actions

Legendary Actions

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

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

Owlbear Large monstrosity, unalinged Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6- 1) piercing damage.

Eye Rays. The spectator shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn.

1. Confusion Ray. The target must succeed on a DC 13 Wisdom saving throw, or it can't take reactions until the end of its next turn. On its turn, the target can't move, and it uses its action to make a melee or ranged attack agaiAst a randomly determined creature within range. If the target can't attack, it does nothing on its turn.

2. Paralyzing Ray. The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

3. Fear Ray. The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success.

4. Wounding Ray. The target must make a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one.

Create Food and Water. The spectator magically creates enough food and water to sustain itself for 24 hours.

Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature. 0 xp

  • Armor class 13 (natural armor)
  • Hit points 59 (7d10 + 21)
  • Speed 40ft
  • STR20 (+5)
  • DEX12 (+1)
  • CON17 (+3)
  • INT3 (-4)
  • WIS12 (+1)
  • CHA7 (-2)

Skills: Perception +3

Damage Resistances: darkvision 60ft, passive Perception 16

Damage Immunities: Deep Speech, Undercommon, telepathy, 120 ft.

Condition Immunities: 3

Senses: 700

Languages:

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

Eye Rays. The spectator shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn.

1. Confusion Ray. The target must succeed on a DC 13 Wisdom saving throw, or it can't take reactions until the end of its next turn. On its turn, the target can't move, and it uses its action to make a melee or ranged attack agaiAst a randomly determined creature within range. If the target can't attack, it does nothing on its turn.

2. Paralyzing Ray. The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

3. Fear Ray. The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success.

4. Wounding Ray. The target must make a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one.

Create Food and Water. The spectator magically creates enough food and water to sustain itself for 24 hours.

Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature. (0 xp)

,,

Actions

Peryton Medium monstrosity, chaotic evil 1 200 xp

  • Armor class 13 (natural armor)
  • Hit points 33 (6d8+6)
  • Speed 20ft., fly 50 ft. (hover)
  • STR 1 (-5)
  • DEX 14 (+2)
  • CON 11 (0)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 11 (0)

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

Damage Immunities: necrotic, poison

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

Senses: darkvision 60 ft., passive Perception 10

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

Challenge: 1 (200 xp)

Incorporeal Movement. The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Sunlight Sensitivity.While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.,,

Actions

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

Pharblex Spattergoo Medium humanoid (bullywug), chaotic evil 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. 0 xp

  • Armor class 15 (studded leather, fly 50 ft. (hover))
  • Hit points 1 (14)
  • Speed 11
  • STR 10 (0)
  • DEX 10 (0)
  • CON 11 (0)
  • INT (-5)
  • WIS (-5)
  • CHA acid, cold, fire, lightning, thunder, bludgeoning, piercing and slashing from nonmagical weapons (-5)

Save Throws: necrotic, poison

Skills: charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconcious

Damage Resistances: darkvision 60 ft., passive Perception 10

Damage Immunities: can't speak

Condition Immunities: 1

Senses: 200

Languages:

Challenge: 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. (0 xp)

Incorporeal Movement. The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Pixie Tiny fey, netural good 0 xp

  • Armor class 15
  • Hit points 1 (1d4 - 1)
  • Speed 10ft, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT passive Perception 16 (-5)
  • WIS any two languages (-5)
  • CHA 1 (-5)

Save Throws: 200

Damage Resistances: 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.

Condition Immunities: Cunning Action.On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
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.,

Languages:

Challenge: (0 xp)

Actions

Poltergeist Medium undead, chaotic evil 1/8 25 xp

  • Armor class 12
  • Hit points 22 (5d8)
  • Speed 0 ft., fly 40 ft.
  • STR 4 (-3)
  • DEX 16 (+3)
  • CON 11 (0)
  • INT 2 (-4)
  • WIS 8 (-1)
  • CHA 6 (-2)

Senses: darkvision 60 ft., passive Perception 9

Languages:

Challenge: 1/8 (25 xp)

,,

Actions

Blood Drain. Melee Weapon Attack:+5 to hit, reach 5 ft., one creature.
Hit:5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4 + 3) hit points due to blood loss.The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.

Priest Medium humanoid (any race), any alignment Giant 7 xp

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

Skills: Medicine +7, Con +8, Wis +4

Damage Resistances: Athletics +12, Perception +4

Languages: darkvision 60 ft., passive Perception 14

Challenge: Giant (7 xp)

2,900

Actions

Legendary Actions

Multiattack.The giant makes two greatclub attacks.
Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft., one target.
Hit:19 (3d8 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target.
Hit:28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Reaction
Rock Catching.If a rock or similar object is hurled at the giant the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.

Pseudodragon Tiny dragon, netural good 0 xp

  • Armor class 13 (natural)
  • Hit points 7 (2d4+2)
  • Speed 15 ft., psychic, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
  • STR charmed, exhaustion, frightened, paralyzed, petrified, poisoned (-5)
  • DEX darkvision 120 ft., passive Perception 10 (-5)
  • CON understands the languages of its creator but can't speak (-5)
  • INT 10 (0)
  • WIS 5,900 (-3)
  • CHA (-5)

Save Throws: Multiattack.The golem makes two slam attacks.
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.

Damage Resistances: 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.
Magic Weapons.The golem's weapon attacks are magical.,,

Languages:

Challenge: (0 xp)

Actions

Quaggoth Medium humanoid (quaggoth), chaotic neutral 4 1,100 xp

  • Armor class 13 (natural)
  • Hit points 45 (6d8+18)
  • Speed 30ft., fly 60 ft.
  • STR 8 (-1)
  • DEX 17 (+3)
  • CON 13 (+1)
  • INT 15 (+2)
  • WIS 12 (+1)
  • CHA 20 (+5)

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

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

Senses: darkvision 60 ft., PP 15

Languages: Abyssal, Common, Infernal, telepathy 60 ft.

Challenge: 4 (1,100 xp)

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

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

Actions

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

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

Draining Kiss. The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect
reduces its hit point maximum to 0.

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

Rath Modar Medium humanoid (human), lawful evil 0 xp

  • Armor class 13 (16 with mage armor)
  • Hit points 71 (11d8+22)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 16 (+3)
  • CON 14 (+2)
  • INT 18 (+4)
  • WIS 14 (+2)
  • CHA 10 (0)

Save Throws: Int +7, climb 20 ft.

Skills: 3

Damage Resistances: 13

Damage Immunities: 10

Condition Immunities: 1

Senses: 7

Languages: 1

Challenge: (0 xp)

bludgeoning, piercing, slashing

blindsight 10 ft., passive Perception 8

Actions

Legendary Actions

charmed, frightened, paralyzed, petrified, prone, restrained, stunned

Revenant Medium undead, neutral 0 xp

  • Armor class 13 (leather armor)
  • Hit points 136 (16d8 + 64)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 14 (+2)
  • CON 18 (+4)
  • INT 13 (+1)
  • WIS 16 (+3)
  • CHA 18 (+4)

Save Throws: Str+7, 40ft.

Skills: 13

Damage Resistances: 16

Damage Immunities: 9

Condition Immunities: 1

Senses: 7

Languages: 2

Challenge: (0 xp)

bludgeoning, piercing, slashing

darkvision 60ft., passive Perception 8

Actions

Legendary Actions

charmed, frightened, paralyzed, petrified, prone, restrained, stunned

Rezmir Medium humanoid (half-black dragon), neutral evil 0 xp

  • Armor class 13 (15 with Black Dragon Mask)
  • Hit points 90 (12d8+36)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 16 (+3)
  • CON 16 (+3)
  • INT 15 (+2)
  • WIS 12 (+1)
  • CHA 14 (+2)

Save Throws: Dex +6, piercing, slashing Condition Immunitiescharmed, frightened, paralyzed, petrified, prone, restrained, stunned

Damage Immunities: darkvision 30 ft., passive Perception 10

Senses: 1/4

Languages: 50

Challenge: (0 xp)

Actions

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.,,

Roper Large monstrosity, neutral evil 1/4 50 xp

  • Armor class 20 (natural armor)
  • Hit points 93 (11d10+33)
  • Speed 10 ft., fly 50 ft
  • STR 6 (-2)
  • DEX 14 (+2)
  • CON 8 (-1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Skills: Perception +5

Damage Resistances: bludgeoning, piercing, slashing

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

Senses: PP 15

Languages:

Challenge: 1/4 (50 xp)

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 raven. The swarm can't regain hit points or gain temporary hit points.,,

Actions

Beaks. Melee Weapon Attack: +4 to hit, reach 5 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.

Rug of Smothering Large construct, unaligned 14 12 xp

  • Armor class 12
  • Hit points 33 (6d10)
  • Speed 10 ft.
  • STR 17 (+3)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 1 (-5)
  • WIS 3 (-4)
  • CHA 1 (-5)

Damage Immunities: poison, shield

Condition Immunities: 58

Senses: 9d8+18

Languages: 30 ft.

Challenge: 14 (12 xp)

14

16

Actions

10

Legendary Actions

16

Scout Medium humanoid (any race), any alignment 0 xp

  • Armor class 13 (leather armor)
  • Hit points 16 (3d8+3)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 13 (+1)
  • CHA 11 (0)

Skills: Nature +4, passive Perception 10

Damage Resistances: Troglodyte

Damage Immunities: 1/4

Condition Immunities: 50

Languages: Multiattack.The troglodyte makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit:4 (1d4 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) slashing damage.

Challenge: (0 xp)

Actions

Shambling Mound Large plant, unaligned 0 xp

  • Armor class 15 (natural armor)
  • Hit points 136 (16d10+48)
  • Speed 20 ft., passive Perception 11
  • STR Giant (-5)
  • DEX 5 (-3)
  • CON 1,800 (-5)
  • INT (-5)
  • WIS Multiattack.The troll makes three attacks: one with its bite and two with its claws.
    Bite. Melee Weapon Attack:+7 to hit, reach 5 ft., one target.
    Hit:7 (1d6 + 4) piercing damage.
    Claw. Melee Weapon Attack:+7 to hit, reach 5 ft., one target.
    Hit:11 (2d6 + 4) slashing damage. (-5)
  • CHA (-5)

Save Throws: Keen Smell.The troll has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration.The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.,,

Languages:

Challenge: (0 xp)

Actions

Skeleton Medium undead, lawful evil 0 xp

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

Damage Immunities: poison

Condition Immunities: exhaustion, Wis +3

Senses: Perception +3, Stealth +6

Languages: necrotic, bludgeoning, piercing, and slashing from nonmagical weapons

Challenge: (0 xp)

darkvision 60 ft., passive Perception 13

1,800

Actions

the languages it knew in life

Legendary Actions

5

Spectator Medium aberration, lawful neutral necrotic, bludgeoning, piercing, and slashing from nonmagical weapons 0 xp

  • Armor class 14 (natural armor)
  • Hit points 39
  • Speed fly 30 ft. (hover)
  • STR 8 (-1)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 13 (+1)
  • WIS 14 (+2)
  • CHA 11 (0)

Skills: Perception +6

Condition Immunities: Prone

Senses: darkvision 120 ft., Wis +7, Cha +9

Languages: Perception +7, Stealth +9

Challenge: necrotic, bludgeoning, piercing, and slashing from nonmagical weapons (0 xp)

13

Actions

darkvision 120 ft., passive Perception 17

Legendary Actions

the languages it knew in life

Specter Medium undead, chaotic evil 0 xp

  • Armor class 12
  • Hit points 22 (5d8)
  • Speed 0 ft., Perception +2
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT passive Perception 12 (-5)
  • WIS any one language (usually Common) (-5)
  • CHA 3 (-4)

Save Throws: 700

Damage Resistances: 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.

Languages:

Challenge: (0 xp)

Actions

Specter Medium undead, chaotic evil 0 xp

  • Armor class 12
  • Hit points 22 (5d8)
  • Speed 0 ft., deafened, frightened
  • STR blindsight 30 ft. (blind beyond this radius), passive Perception 6 (-5)
  • DEX (-5)
  • CON 1/4 (-5)
  • INT 50 (+20)
  • WIS (-5)
  • CHA Multiattack.The fungus makes 1d4 Rotting Touch attacks.
    Rotting Touch. Melee Weapon Attack:+2 to hit, reach 10 ft., one creature.
    Hit:4 (1d8) necrotic damage. (-5)

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

Languages:

Challenge: (0 xp)

Actions

Spy Medium humanoid (any race), any alignment 8 0 xp

  • Armor class 12
  • Hit points 27 (6d8)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 16 (+3)

Skills: Deception +5,fly 60ft.

Damage Resistances: 17

Damage Immunities: 15

Condition Immunities: 18

Senses: 8

Languages: 13

Challenge: 8 (0 xp)

poisoned

Actions

cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons

Legendary Actions

poison

Stirge Tiny beast, unaligned 0 xp

  • Armor class 14 (natural armor)
  • Hit points 2 (1d4)
  • Speed 10 ft., reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
  • STR (-5)
  • DEX Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.,, (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Stone Giant Huge giant, neutral 0 xp

  • Armor class 17 (natural armor)
  • Hit points 126 (11d12+55)
  • Speed 40 ft.
  • STR 23 (+6)
  • DEX 15 (+2)
  • CON 20 (+5)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 9 (-1)

Save Throws: Dex +5, swim 90 ft.

Skills: 18

Damage Resistances: 14

Damage Immunities: 18

Condition Immunities: 5

Senses: 10

Languages: 8

Challenge: (0 xp)

acid, bludgeoning, piercing and slashing from nonmagical weapons

Actions

poison

Legendary Actions

exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Stone Golem Large construct, unaligned 11 10 xp

  • Armor class 17 (natural armor)
  • Hit points 178 (17d10+85)
  • Speed 30 ft.
  • STR 22 (+6)
  • DEX 9 (-1)
  • CON 20 (+5)
  • INT 3 (-4)
  • WIS 11 (0)
  • CHA 1 (-5)

Damage Immunities: poison, swim 60 ft.

Condition Immunities: 17

Senses: 16

Languages: 13

Challenge: 11 (10 xp)

10

fire, bludgeoning, piercing, and slashing from nonmagical weapons

Actions

Succubus Medium fiend (shapecahanger), neutral evil 0 xp

  • Armor class 15 (natural)
  • Hit points 66 (12d8+12)
  • Speed 30 ft., Stealth +4
  • STR (-5)
  • DEX bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered (-5)
  • CON (-5)
  • INT darkvision 60 ft. (rat form only), passive perception 12 (-5)
  • WIS Common (can't speak in rat form) (-5)
  • CHA 2 (-4)

Save Throws: 450

Damage Resistances: Multiattack (Humanoid or Hybrid Form Only). The were rat
makes two attacks, only one of which can be a bite.

Bite (Rat or Hybrid Form Only). Melee Weapon Attack:
+4 to hit, reach 5 ft., one target. Hit: 4 (1 d4 + 2) piercing
damage. If the target is a humanoid, it must succeed on a
DC 11 Constitution saving throw or be cursed with were rat
lycanthropy.

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

Hand Crossbow (Humanoid or Hybrid Form Only). Ranged
Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Condition Immunities: Shapechanger. The wererat can use its action to polymorph
into a rat-humanoid hybrid or into a giant rat, or back into its
true form, which is humanoid. Its statistics, other than its
size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Keen Smell. The were rat has advantage on Wisdom
(Perception) checks that rely on smell.,,

Languages:

Challenge: (0 xp)

Actions

Swarm of Insects Medium swarm of Tiny beasts, unaligned 0 xp

  • Armor class 12 (natural armor)
  • Hit points 22 (5d8)
  • Speed 20 ft., Stealth +4
  • STR necrotic, bludgeoning, piercing and slashing from nonmagical weapons that aren't silvered (-5)
  • DEX poison (-5)
  • CON exhaustion, poisoned (-5)
  • INT darkvision 60 ft., PP 13 (-5)
  • WIS the languages it knew in life (-5)
  • CHA 3 (-4)

Save Throws: 700

Damage Resistances: 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.

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

Languages:

Challenge: (0 xp)

Actions

Swarm of Quippers Medium swarm of Tiny beasts, unaligned 2 450 xp

  • Armor class 13
  • Hit points 28 (8d8-8)
  • Speed 0ft., fly 50 ft. (hover)
  • STR 1 (-5)
  • DEX 28 (+9)
  • CON 10 (0)
  • INT 13 (+1)
  • WIS 14 (+2)
  • CHA 11 (0)

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

Damage Immunities: lightning, poison

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

Senses: darkvision 120 ft., passive Perception 12

Languages: the languages it knew in life

Challenge: 2 (450 xp)

Actions

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.
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.
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.

Swarm of Rats Medium swarm of Tiny beasts, unaligned 7 8 xp

  • Armor class 10
  • Hit points 24 (7d8-7)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 11 (0)
  • CON 9 (-1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 3 (-4)

Damage Resistances: bludgeoning, fly 30 ft.

Damage Immunities: 7

Condition Immunities: 16

Senses: 9

Languages: 8

Challenge: 7 (8 xp)

Actions

Swarm of Ravens Medium swarm of Tiny beasts, unaligned 0 xp

  • Armor class 12
  • Hit points 24 (7d8-7)
  • Speed 10 ft., Stealth +4
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA 1/4 (-5)

Save Throws: 50

Damage Resistances: 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.

Condition Immunities: 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. ,,

Languages:

Challenge: (0 xp)

Actions

Talis the White Medium humanoid (half-elf), lawful evil Multiattack.The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature.
Hit:11 (2d6 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) slashing damage.
Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature.
Hit:11 (2d6 + 4) piercing damage. 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. 0 xp

  • Armor class 18 (+1 scale mail, fly 80 ft.)
  • Hit points 19 (10)
  • Speed 16
  • STR 5 (-3)
  • DEX 12 (+1)
  • CON 6 (-2)
  • INT (-5)
  • WIS Perception +4 (-5)
  • CHA (-5)

Damage Resistances: darkvision 60 ft., passive Perception 14

Condition Immunities: 6

Senses: 2,300

Languages:

Challenge: Multiattack.The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature.
Hit:11 (2d6 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) slashing damage.
Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature.
Hit:11 (2d6 + 4) piercing damage. 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. (0 xp)

Actions

Troglodyte Medium humanoid (troglodyte), chaotic evil 12 0 xp

  • Armor class 11 (natural armor)
  • Hit points 13 (2d8+4)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 10 (0)
  • CON 14 (+2)
  • INT 6 (-2)
  • WIS 10 (0)
  • CHA 6 (-2)

Skills: Stealth +2

Senses: darkvision 60 ft., yuan-ti)

Languages: neutral evil

Challenge: 12 (0 xp)

66

16

Actions

12d8+12

Legendary Actions

30 ft.

Troll Large giant, chaotic evil poison 0 xp

  • Armor class 15 (natural armor)
  • Hit points 84 (8d10+40)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 13 (+1)
  • CON 20 (+5)
  • INT 7 (-2)
  • WIS 9 (-1)
  • CHA 7 (-2)

Skills: Perception +1

Senses: darkvision 60 ft., Perception +3, Stealth +3

Languages:

Challenge: poison (0 xp)

darkvision 60 ft., passive Perception 13

200

Actions

Abyssal, Common, Draconic

Legendary Actions

1

Vampire Spawm Medium undead, neutral evil 0 xp

  • Armor class 15 (natural armor)
  • Hit points 82 (11d8+33)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 16 (+3)
  • CON 16 (+3)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 12 (+1)

Save Throws: Dex +6

Languages:

Challenge: (0 xp)

Actions

Vampire Medium undead (shapechanger), lawful evil 0 xp

  • Armor class 16 (natural armor)
  • Hit points 144 (17d8+68)
  • Speed 30 ft.
  • STR 18 (+4)
  • DEX 18 (+4)
  • CON 18 (+4)
  • INT 17 (+3)
  • WIS 15 (+2)
  • CHA 18 (+4)

Save Throws: Dex +9

Languages:

Challenge: (0 xp)

Actions

Vampiric Ixitxachitl Cleric medium aberration, chaotic evil 2 450 xp

  • Armor class 16 (natural armor)
  • Hit points 44 (8d8+8)
  • Speed 0ft., Swim 30ft.
  • STR 14 (+2)
  • DEX 18 (+4)
  • CON 13 (+1)
  • INT 12 (+1)
  • WIS 13 (+1)
  • CHA 7 (-2)

Senses: darkvision 60 ft., passive Perception 11

Languages: Abyssal, Ixitxachitl

Challenge: 2 (450 xp)

Actions

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

Reactions: When a creature provokes an opportunity attack from the ixitxachitl the ixitxachitl can make the following attack instead of using its bite.

Barbed Tail. Melee Weapon Attack: +6 to hit reach 10ft.

Vampiric Ixitxachitl medium aberration, chaotic evil 2 450 xp

  • Armor class 16 (natural armor)
  • Hit points 44 (8d8+8)
  • Speed 0ft., Swim 30ft.
  • STR 14 (+2)
  • DEX 18 (+4)
  • CON 13 (+1)
  • INT 12 (+1)
  • WIS 13 (+1)
  • CHA 7 (-2)

Senses: darkvision 60 ft., passive Perception 11

Languages: Abyssal, Ixitxachitl

Challenge: 2 (450 xp)

Actions

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

Reactions: When a creature provokes an opportunity attack from the ixitxachitl the ixitxachitl can make the following attack instead of using its bite.

Barbed Tail. Melee Weapon Attack: +6 to hit reach 10ft.

Veteran Medium humanoid (any race), any alignment 0 xp

  • Armor class 17 (splint)
  • Hit points 58 (9d8+18)
  • Speed 30 ft.
  • STR 16 (+3)
  • DEX 13 (+1)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Skills: Athletics +5

Languages:

Challenge: (0 xp)

Actions

Violent Fungus Medium plant, unaligned 0 xp

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

Condition Immunities: blinded

Languages:

Challenge: (0 xp)

Actions

Vrock Large fiend (demon), chaotic evil 0 xp

  • Armor class 15 (naturdal)
  • Hit points 104 (11d10+44)
  • Speed 40ft.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Warhorse Large beast, unaligned 1/2 100 xp

  • Armor class 11
  • Hit points 19 (3d10+3)
  • Speed 60 ft.
  • STR 18 (+4)
  • DEX 12 (+1)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 7 (-2)

Senses: PP 11

Languages:

Challenge: 1/2 (100 xp)

Actions

Hooves. Melee Weapon Attack: +4 to hit

Water Elemental Large elemental, neutral 0 xp

  • Armor class 14 (natural)
  • Hit points 114 (12d10+48)
  • Speed 30 ft.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Water Weird Large elemental, neutral good 0 xp

  • Armor class 13
  • Hit points 58 (9d10+9)
  • Speed 0ft.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Wererat Medium humanoid (shape changer), lawful evil 0 xp

  • Armor class 12
  • Hit points 33 (6d8+6)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 8 (-1)

Skills: Perception +2

Languages:

Challenge: (0 xp)

Actions

Wight Medium undead, neutral evil 0 xp

  • Armor class 14 (studded leather)
  • Hit points 45 (6d8+18)
  • Speed 30 ft.
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 16 (+3)
  • INT 10 (0)
  • WIS 13 (+1)
  • CHA 15 (+2)

Skills: Perception +3

Languages:

Challenge: (0 xp)

Actions

Will-o'-Wisp Tiny undead, chaotic evil 0 xp

  • Armor class 19
  • Hit points 22 (9d4)
  • Speed 0 ft.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Winged Kobold Small humanoid (kobold), lawful evil 0 xp

  • Armor class 13
  • Hit points 7 (3d6-3)
  • Speed 30 ft.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Wolf Medium beast, unaligned 0 xp

  • Armor class 13 (natural)
  • Hit points 11 (2d8+2)
  • Speed 40 ft.
  • STR 12 (+1)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 3 (-4)
  • WIS 12 (+1)
  • CHA 6 (-2)

Skills: Perception +3

Languages:

Challenge: (0 xp)

Actions

Wyvern Large dragon, unaligned 0 xp

  • Armor class 13 (natural armor)
  • Hit points 110 (13d10+39)
  • Speed 20 ft.
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Yuan-ti Malison Medium monstrosity (shapechanger, 0 xp

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

Languages:

Challenge: (0 xp)

Actions

Yuan-ti Pureblood Medium humanoid (yuan-ti), neutral evil 0 xp

  • Armor class 11
  • Hit points 40 (9d8)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 12 (+1)
  • CON 11 (0)
  • INT 13 (+1)
  • WIS 12 (+1)
  • CHA 14 (+2)

Skills: Deception +6

Languages:

Challenge: (0 xp)

Actions