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Mind Flayer Lich Medium undead, any evil alignment 22 41,000 xp

  • Armor class 17 (natural armor)
  • Hit points 135 (18d8+54)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 16 (+3)
  • CON 16 (+3)
  • INT 20 (+5)
  • WIS 14 (+2)
  • CHA 16 (+3)

Save Throws: Con +10, Int +12, Wis +9

Skills: Arcana +18, History +12, Insight +9, Perception +9

Damage Resistances: cold, lightning, necrotic

Damage Immunities: poison, bludgeoning, piercing, and slashing from nonmagical weapons

Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned

Senses: Truesight 120 ft., PP 19

Languages: Deep Speech, Undercommon, Telepathy 120 ft.

Challenge: 22 (41,000 xp)

Legendary Resistance (3/Day): If the lich fails a saving throw, it can choose to succeed instead.
Rejuvenation: If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Turn Resistance: The lich has advantage on saving throws against any effect that turns undead.
Magic Resistance: The lich has advantage on saving throws against spells and other magical effects.
Innate Spellcasting (Psionics): The lich's innate spellcasting ability is Intelligence (spell save DC 20). It can innately cast the following spells, requiring no components:

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

Actions

Tentacles: Melee Weapon Attack: + 12 to hit, reach 5 ft., one creature. Hit: 21 (3d10+5) psychic damage. If the target is Large or smaller, it is grappled {escape DC 15) and must succeed on a DC 20 Intelligence saving throw or be stunned until this grapple ends.

Extract Brain: Melee Weapon Attack: + 12 to hit, reach 5 ft. one incapacitated humanoid grappled by the lich. Hit: 55 (10d10) piercing.damage. If this damage reduces the target to O hit points, the lich kills the target by extracting and devouring its brain.

Mind Blast (Recharge 5-6): The lich magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 18 intelligence saving throw or take 27 (5d8+5) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Features cont.

Spellcasting: The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the foll owing wizard spells prepared:

Cantrips (at will): mage hand, prestidigitation, ray of frost
1st level (4 slots): detect magic, magic missile, shield, thunderwave
2nd level (3 slots): detect thoughts, invisibility, Melf's acid arrow, mirror image
3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
4th level (3 slots): blight, dimension door
5th level (3 slots): cloudkill, scrying
6th level (1 slot): disintegrate, globe of invulnerability
7th level (1 slot): finger of death, plane shift
8th level (1 slot): dominate monster, power word stun
9th level (1 slot): power word kill

Legendary Actions

The lich 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 lich regains spent legendary actions at the start of its turn.
Extract Brain (Costs 2 Actions): The lich uses Extract Brain.
Mind Blast (Costs 3 Actions): The lich recharges its Mind Blast and uses it.
Cast Spell (Costs 1-3 Actions): The lich uses a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing so costs 1 legendary action per level of the spell.

Alhoon Medium undead, any evil alignment 10 5,900 xp

  • Armor class 15 (natural armor)
  • Hit points 120 (16d8+48)
  • Speed 30 ft.
  • STR 11 (0)
  • DEX 12 (+1)
  • CON 16 (+3)
  • INT 19 (+4)
  • WIS 17 (+3)
  • CHA 17 (+3)

Save Throws: Con +7, Int +8, Wis +7, Cha +7

Skills: Arcana +8, Deception +7, History +8, Insight +7, Perception +7, Stealth +5

Damage Resistances: cold, lightning, necrotic

Damage Immunities: poison, bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned

Senses: Truesight 120 ft., PP 17

Languages: Deep Speech, Undercommon, Telepathy 120 ft.

Challenge: 10 (5,900 xp)

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

Innate Spellcasting (Psionics): The alhoon's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components:

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

Turn Resistance: The alhoon has advantage on saving throws against any effect that turns undead.

Actions

Chilling Grasp: Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (3d6) cold damage.

Mind Blast (Recharge 5-6): The alhoon magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 22 (4d8+4) psychic damage and be stunned 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.

Features cont.

Spellcasting: The alhoon is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The alhoon has the following wizard spells prepared:

Cantrips (at will): chill touch, dancing lights, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, disguise self. magic missile, shield
2nd level (3 slots): invisibility, mirror image, scorching ray
3rd level (3 slots): counterspel1, fly, lightning bolt
4th level (3 slots): confusion, Evard's black tentacles, phantasmal killer
5th level (2 slots): modify memory, wall of force
6th level (1 slot): disintegrate, globe of invulnerability

Meenlock Small fey, neutral evil 2 450 xp

  • Armor class 15 (natural armor)
  • Hit points 31 (7d6+7)
  • Speed 30 ft.
  • STR 7 (-2)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 8 (-1)

Skills: Perception +4, Stealth +6, Survival +2

Condition Immunities: frightened

Senses: Darkvision 120 ft., PP 14

Languages: Telepathy 120 ft.

Challenge: 2 (450 xp)

Fear Aura: Any beast or humanoid that starts its turn within 10 feet of the meenlock must succeed on a DC 11 Wisdom saving throw or be frightened until the start of the creature's next turn.

Light Sensiti11ity: While in bright light, the meenlock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Shadow Teleport (Recharge 5-6): As a bonus action, the meenlock can teleport to an unoccupied space within 30 feet of it, provided that both the space it's teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight.

Actions

Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 {2d4+2) slashing damage, and the target must succeed on a DC 11 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.

Leucrotta Large monstrosity, chaotic evil 3 700 xp

  • Armor class 14 (natural armor)
  • Hit points 67 (9d10+18)
  • Speed 50 ft.
  • STR 18 (+4)
  • DEX 14 (+2)
  • CON 15 (+2)
  • INT 9 (-1)
  • WIS 12 (+1)
  • CHA 6 (-2)

Skills: Deception +2, Perception +3

Senses: Darkvision 60 ft., PP 13

Languages: Abyssal, Gnoll

Challenge: 3 (700 xp)

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

Kicking Retreat: If the leucrotta attacks with its hooves, it can take the Disengage action as a bonus action.

Mimicry: The leucrotta 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) check.

Rampage: When the leucrotta reduces a creature to O hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make an attack with its hooves.

Actions

Multiattack: The leucrotta makes two attacks: one with its bite and one with its hooves.

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage. If the leucrotta scores a critical hit, it rolls the damage dice three times, instead of twice.

Hooves: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.

Korred Small fey, chaotic neutral 7 2,900 xp

  • Armor class 17 (natural armor)
  • Hit points 102 (12d6+60)
  • Speed 30 ft., burrow 30 ft.
  • STR 23 (+6)
  • DEX 14 (+2)
  • CON 20 (+5)
  • INT 10 (0)
  • WIS 15 (+2)
  • CHA 9 (-1)

Skills: Athletics +9, Perception +5, Stealth +5

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

Senses: Darkvision 120 ft., Tremorsense 120 ft., PP 15

Languages: Dwarvish, Gnomish, Sylvan, Terran, Undercommon

Challenge: 7 (2,900 xp)

Innate Spellcasting: The korred's innate spellcasting ability is Wisdom (save DC 13). It can innately cast the following spells, requiring no components:

At will: commune with nature, meld into stone, stone shape
1/day each: conjure elemental (as 6th-level spell: galeb duhr, gargoyle, earth elemental, or xorn only), Otto's irresistible dance

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

Stone's Strength: While on the ground, the korred deals 2 extra dice of damage with any weapon attack (included in its attacks).

Actions

Multiattack: The korred makes two attacks with its greatclub or hurls two rocks.

Greatclub: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8+6) bludgeoning damage, or 19 (3d8+6) bludgeoning damage if the korred is on the ground.

Rock: Ranged Weapon Attack: +9 to hit, range 60/120 ft., one target. Hit: 15 (2d8+6) bludgeoning damage, or 24 (4d8+6) bludgeoning damage if the korred is on the ground.

Features cont.

Command Hair: The korred has at least one SO-foot-long rope woven out of its hair. As a bonus action, the korred commands one such rope within 30 feet of it to move up to 20 feet and entangle a Large or smaller creature that the korred can see. The target must succeed on a DC 13 Dexterity saving throw or become grappled by the rope (escape DC 13). Until this grapple ends, the target is restrained. The korred can use a bonus action to release the target, which is also freed if the korred dies or becomes incapacitated.
A rope of korred hair has AC 20 and 20 hit points. It regains 1 hit point at the start of each of the korred's turns while it has at least 1 hit point and the korred is alive. If the rope drops to 0 hit points, it is destroyed.

Kobold Scale Sorcerer Small humanoid (kobold), lawful evil 1 200 xp

  • Armor class 15 (natural armor)
  • Hit points 27 (5d6+10)
  • Speed 30 ft.
  • STR 7 (-2)
  • DEX 15 (+2)
  • CON 14 (+2)
  • INT 10 (0)
  • WIS 9 (-1)
  • CHA 14 (+2)

Skills: Arcana +2, Medicine +1

Senses: Darkvision 60 ft., PP 9

Languages: Common, Draconic

Challenge: 1 (200 xp)

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.

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

Actions

Dagger: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.

Features cont.

Spellcasting: The kobold is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following sorcerer spells prepared:

Cantrips (at will): fire bolt, mage hand, mending, poison spray
1st level (4 slots): charm person, chromatic orb, expeditious retreat
2nd level (2 slots): scorching ray

Sorcery Points: The kobold has 3 sorcery points. It can spend 1 or more sorcery points as a bonus action to gain one of the following benefits:

Heightened Spell: When it casts a spell that forces a creature to make a saving throw to resist the spell's effects, the kobold can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell.
Subtle Spell: When the kobold casts a spell, it can spend 1 sorcery point to cast the spell without any somatic or verbal components.

Kobold Inventor (2/2) Small humanoid (kobold), lawful evil 1/4 50 xp

  • Armor class 12
  • Hit points 13 (3d6+3)
  • Speed 30 ft.
  • STR 7 (-2)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 8 (-1)
  • WIS 7 (-2)
  • CHA 8 (-1)

Skills: Perception +0

Senses: Darkvision 60 ft., PP 10

Languages: Common, Draconic

Challenge: 1/4 (50 xp)

Actions

5. Rot Grub Pot: The kobold throws a clay pot into a 5-foot-square space within 20 feet of it, and it breaks open on impact. A swarm of rot grubs (see appendix A) emerges from the shattered pot and remains a hazard in that square.
6. Scorpion on a Stick: The kobold makes a melee attack with a scorpion tied to the end of a 5-foot-long pole. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.
7. Skunk in a Cage: The kobold releases a skunk into an unoccupied space within 5 feet of it. The skunk has a walking speed of 20 feet, AC 10, 1 hit point, and no effective attacks. It rolls initiative and, on its turn, uses its action to spray musk at a random creature within 5 feet of it. The target must make a DC 9 Constitution saving throw. On a failed save, the target retches and can't take actions 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. A creature that doesn't need to breathe or is immune to poison automatically succeeds on the saving throw. Once the skunk has sprayed its musk, it can't do so again until it finishes a short or long rest.
8. Wasp Nest in a Bag: The kobold throws a small bag into a 5-foot-square space within 20 feet of it. A swarm of insects (wasps) with 11 hit points emerges from the bag and rolls initiative. At the end of each of the swarm's turns, there's a 50 percent chance that the swarm disperses.

Kobold Inventor (1/2) Small humanoid (kobold), lawful evil 1/4 50 xp

  • Armor class 12
  • Hit points 13 (3d6+3)
  • Speed 30 ft.
  • STR 7 (-2)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 8 (-1)
  • WIS 7 (-2)
  • CHA 8 (-1)

Skills: Perception +0

Senses: Darkvision 60 ft., PP 10

Languages: Common, Draconic

Challenge: 1/4 (50 xp)

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.

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

Actions

Dagger: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 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.

Weapon Invention: The kobold uses one of the following options (roll a d8 or choose one): the kobold can use each one no more than once per day:

1. Acid: The kobold hurls a flask of acid. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 7 (2d6) acid damage.
2. Alchemist's Fire: The kobold throws a flask of alchemist's fire. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 2 (1d4) fire damage at the start of each of the target's turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
3. Basket of Centipedes: The kobold throws a small basket into a 5-foot-square space within 20 feet of it. A swarm of insects (centipedes) with 11 hit points emerges from the basket and rolls initiative. At the end of each of the swarm's turns, there's a 50 percent chance that the swarm disperses.
4. Green Slime Pot: The kobold throws a clay pot full of green slime at the target, and it breaks open on impact. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: The target is covered in a patch of green slime (see chapter 5 of the Dungeon Master's Guide). Miss: A patch of green slime covers a randomly determined 5-foot-square section of wall or floor within 5 feet of the target.

Kobold Dragonshield Small humanoid (kobold), lawful evil 1 200 xp

  • Armor class 15 (leather shield)
  • Hit points 44 (8d6+16)
  • Speed 20 ft.
  • STR 12 (+1)
  • DEX 15 (+2)
  • CON 14 (+2)
  • INT 8 (-1)
  • WIS 9 (-1)
  • CHA 10 (0)

Skills: Perception +1

Damage Resistances: see Dragon's Resistance below

Senses: Darkvision 60 ft., PP 11

Languages: Common, Draconic

Challenge: 1 (200 xp)

Dragon's Resistance: The kobold has resistance to a type of damage based on the color of dragon that invested it with power (choose or roll a d10): 1-2: acid (black), 3-4: cold (white), 5-6: fire (red), 7-8: lightning (blue), 9-10: poison (green).

Heart of the Dragon: If the kobold is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all kobolds within 30 feet of it. Any kobold that benefits from this trait (including the dragonshield) has advantage on its next attack roll.

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.

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

Actions

Multiattack: The kobold makes two melee attacks.

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

Ki-rin Huge celestial, lawful good 12 8,400 xp

  • Armor class 20 (natural armor)
  • Hit points 152 (16d12+48)
  • Speed 60 ft., fly 120 ft. (hover)
  • STR 21 (+5)
  • DEX 16 (+3)
  • CON 16 (+3)
  • INT 19 (+4)
  • WIS 20 (+5)
  • CHA 20 (+5)

Skills: Insight +9, Perception +9, Religion +8

Damage Immunities: poison

Condition Immunities: poisoned

Senses: Blindsight 30 ft., Darkvision 120 ft., PP 19

Languages: all, Telepathy 120 ft.

Challenge: 12 (8,400 xp)

Innate Spellcasting: The ki-rin's innate spellcasting ability is Charisma (spell save DC 17). The ki-rin can innately cast the following spells, requiring no material components:

At will: gaseous form, major image (6th-level version), wind walk
1/day: create food and water

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

Magic Resistance: The ki-rin has advantage on saving throws against spells and other magical effects.

Magic Weapons: The ki-rin's weapon attacks are magical.

Actions

Multiattack: The ki-rin makes three attacks: two with its hooves and one with its horn.
Hoof: Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 10 (2d4+5) bludgeoning damage.
Horn: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage.

Legendary Actions

The ki-rin 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 ki-rin regains spent legendary actions at the start of its turn.
Detect: The ki-rin makes a Wisdom (Perception} check or a Wisdom (Insight) check.
Smite: The ki-rin makes a hoof attack or casts sacred flame.
Move: The ki-rin moves up to its half speed without provoking opportunity attacks.

Features cont.

Spellcasting: The ki-rin is a 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following cleric spells prepared:
Cantrips (at will): light, mending, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): command, cure wounds, detect evil and good, protection from evil and good, sanctuary
2nd level (3 slots): calm emotions, lesser restoration, silence
3rd level (3 slots): dispel magic, remove curse, sending
4th level (3 slots): banishment.freedom of movement, guardian of faith
5th level (3 slots): greater restoration, mass cure wounds, scrying
6th level (1 slot): heroes'feast, true seeing
7th level (1 slot): etherealness, plane shift
8th level (1 slot): control weather
9th level (1 slot): true resurrection

Hobgoblin Iron Shadow Medium humanoid (goblinoid), lawful evil 2 450 xp

  • Armor class 15
  • Hit points 32 (5d8+10)
  • Speed 40 ft.
  • STR 14 (+2)
  • DEX 16 (+3)
  • CON 15 (+2)
  • INT 14 (+2)
  • WIS 15 (+2)
  • CHA 11 (0)

Skills: Acrobatics +5, Athletics +4, Stealth +5

Senses: Darkvision 60 ft., PP 12

Languages: Common, Goblin

Challenge: 2 (450 xp)

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

Cantrips (at will}: minor illusion, prestidigitation, true strike
1st level (3 slots):charm person, disguise self, expeditious retreat, silent image

Unarmored Defense: While the hobgoblin is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions

Multiattack: The hobgoblin makes four attacks, each of which can be an unarmed strike or a dart attack. It can also use Shadow Jaunt once, either before or after one of the attacks.

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

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

Shadow Jaunt: The hobgoblin magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Both the space it is leaving and its destination must be in dim light or darkness.

Hobgoblin Devastator Medium humanoid (goblinoid), lawful evil 4 1,100 xp

  • Armor class 13 (studded leather)
  • Hit points 45 (7d8+14)
  • Speed 30 ft.
  • STR 13 (+1)
  • DEX 12 (+1)
  • CON 14 (+2)
  • INT 16 (+3)
  • WIS 13 (+1)
  • CHA 11 (0)

Skills: Arcana +5

Senses: Darkvision 60 ft., PP 11

Languages: Common, Goblin

Challenge: 4 (1,100 xp)

Arcane Advantage: Once per turn, the hobgoblin can deal an extra 7 (2d6} damage to a creature it hits with a damaging spell attack if that target is within 5 feet of an ally of the hobgoblin and that ally isn't incapacitated.

Army Arcana: When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw.

Spellcasting: The hobgoblin is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:

Cantrips (at will}: acid splash, fire bolt, ray of frost, shocking grasp
1st level (4 slots):fog cloud, magic missile, thunderwave
2nd level (3 slots): gust of wind, Melfs' acid arrow, scorching ray
3rd level (3 slots): firebal1,fly, lightning bolt
4th level (1 slot): ice storm

Actions

Quarterstaff: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage, or 5 (1d8+1) bludgeoning damage if used with two hands.

Bheur Hag Medium fey, chaotic evil 7 2,900 xp

  • Armor class 17 (natural armor)
  • Hit points 91 (14d8+28)
  • Speed 30 ft.
  • STR 13 (+1)
  • DEX 16 (+3)
  • CON 14 (+2)
  • INT 12 (+1)
  • WIS 13 (+1)
  • CHA 16 (+3)

Save Throws: Wis +4

Skills: Nature +4, Perception +4, Stealth +6, Survival +4

Damage Immunities: cold

Senses: Darkvision 60 ft., PP 14

Languages: Auran, Common, Giant

Challenge: 7 (2,900 xp)

Graystaff Magic: The hag carries a graystaff, a length of gray wood that is a focus for her inner power. She can ride the staff as if it were a broom of flying. While holding the staff, she can cast additional spells with her Innate Spellcasting trait (these spells are marked with an asterisk). If the staff is lost or destroyed, the hag must craft another, which takes a year and a day. Only a bheur hag can use a graystaff.
Ice Walk: The hag 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 her extra moment.

Innate Spellcasting: The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
At will: hold person,* ray of frost
3/day each: cone of cold,* ice storm,* wall of ice*
1/day each: control weather

Actions

Slam: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d8+1) bludgeoning damage plus 3 (1d6) cold damage.

Maddening Feast: The hag feasts on the corpse of one enemy within 5 feet of her that died within the past minute. Each creature of the hag's choice that is within 60 feet of her and able to see her must succeed on a DC 15 Wisdom saving throw or be frightened of her for 1 minute. While frightened in this way, a creature is incapacitated, can't understand what others say, can't read, and speaks only in gibberish, the DM controls the creature's movement, which is erratic. 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 hag's Maddening Feast for the next 24 hours.

Annis Hag Large fey, chaotic evil 6 2,300 xp

  • Armor class 17 (natural armor)
  • Hit points 75 (10d10+20)
  • Speed 40 ft.
  • STR 21 (+5)
  • DEX 12 (+1)
  • CON 14 (+2)
  • INT 13 (+1)
  • WIS 14 (+2)
  • CHA 15 (+2)

Save Throws: Con +5

Skills: Deception +5, Perception +5

Damage Resistances: cold, bludgeoning, piercing, and slashing from nonmagical attacks

Senses: Darkvision 60 ft., PP 15

Languages: Common, Giant, Sylvan

Challenge: 6 (2,300 xp)

Innate Spellcasting: The hag's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells:

3/day each: disguise self (including the form of a Medium humanoid), fog cloud

Actions

Multiattack: The annis makes three attacks: one with her bite and two with her claws.

Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6+5) piercing damage.

Claw: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6+5) slashing damage.

Crushing Hug: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36 (9d6+5) bludgeoning damage, and the target is grappled {escape DC 15) if it is a Large or smaller creature. Until the grapple ends, the target takes 36 (9d6+5) bludgeoning damage at the start of each of the hag's turns. The hag can't make attacks while grappling a creature in this way.

Chromatic Guard Drake Medium dragon, unaligned 2 450 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)

Skills: Perception +2

Senses: Darkvision 60 ft., PP 12

Languages: understands Draconic but can't speak

Challenge: 2 (450 xp)

Variant: Chromatic Guard Drake:
Each type of chromatic dragon's scales and blood creates a guard drake that resembles a wir1gless, stunted version of that type of dragon, with unique abilities related to that type. Each has the special features described below.

Black Guard Drake: A black guard drake is amphibious (it can breathe air or water)) has a swimming speed of 30 feet, and has resistance to acid damage.
Blue Guard Drake: A blue guard drake has a burrowing speed of 20 feet and resistance to lightning damage.
Green Guard Drake: A green guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to poison damage.
Red Guard Drake: A red guard drake has climbing speed of 30 feet and resistance to fire damage.
White Guard Drake: A white guard drake has a burrowing speed of 20 feet, a climbing speed of 30 feet, and resistance to cold damage.

Actions

Multiattack: The guard drake makes two attacks: one with its bite and one 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.

Grung Wildling Small humanoid (grung), lawful evil 1 200 xp

  • Armor class 13 (16 with barkskin)
  • Hit points 27 (5d6+10)
  • Speed 25 ft., climb 25 ft.
  • STR 7 (-2)
  • DEX 16 (+3)
  • CON 15 (+2)
  • INT 10 (0)
  • WIS 15 (+2)
  • CHA 11 (0)

Save Throws: Dex +5

Skills: Athletics +2, Perception +4, Stealth +5, Survival +4

Damage Immunities: poison

Condition Immunities: poisoned

Senses: PP 14

Languages: Grung

Challenge: 1 (200 xp)

Amphibious: The grung can breathe air and water.
Poisonous Skin: Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Spellcasting: The grung is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It knows the following ranger spells:
1st level (4 slots): cure wounds, jump
2nd level (3 slots): barkskin, spike growth
3rd level (2 slots): plant growth

Standing Leap: The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.

Actions

Dagger: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.

Shortbow: Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.

Grung Elite Warrior Small humanoid (grung), lawful evil 2 450 xp

  • Armor class 13
  • Hit points 49 (9d6+18)
  • Speed 25 ft., climb 25 ft.
  • STR 7 (-2)
  • DEX 16 (+3)
  • CON 15 (+2)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 12 (+1)

Save Throws: Dex +5

Skills: Athletics +2, Perception +2, Stealth +5, Survival +2

Damage Immunities: poison

Condition Immunities: poisoned

Senses: PP 12

Languages: Grung

Challenge: 2 (450 xp)

Amphibious: The grung can breathe air and water.

Poisonous Skin: Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Standing Leap: The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.

Actions

Dagger: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.

Shortbow: Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.

Mesmerizing Chirr (Recharge 6): The grung makes a chirring noise to which grungs are immune. Each humanoid or beast that is within 15 feet of the grung and able to hear it must succeed on a DC 12 Wisdom saving throw or be stunned until the end of the grung's next turn.

Grung Small humanoid (grung), lawful evil 1/4 50 xp

  • Armor class 12
  • Hit points 11 (2d6+4)
  • Speed 25 ft., climb 25 ft.
  • STR 7 (-2)
  • DEX 14 (+2)
  • CON 15 (+2)
  • INT 10 (0)
  • WIS 11 (0)
  • CHA 10 (0)

Save Throws: Dex +4

Skills: Athletics +2, Perception +2, Stealth +4, Survival +2

Damage Immunities: poison

Condition Immunities: poisoned

Senses: PP 12

Languages: Grung

Challenge: 1/4 (50 xp)

Amphibious: The grung can breathe air and water.

Poisonous Skin: Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Standing Leap: The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.

Actions

Dagger: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.

Gnoll Witherling Medium undead, chaotic evil 1/4 50 xp

  • Armor class 12 (natural armor)
  • Hit points 11 (2d8+2)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 8 (-1)
  • CON 12 (+1)
  • INT 5 (-3)
  • WIS 5 (-3)
  • CHA 5 (-3)

Damage Immunities: poison

Condition Immunities: exhaustion, poisoned

Senses: Darkvision 60 ft., PP 7

Languages: understands Gnoll but can't speak

Challenge: 1/4 (50 xp)

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

Actions

Multiattack: The gnoll makes two attacks: one with its bite and one with its club, or two with its club.

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

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

Reactions

Vengeful Strike: In response to a gnoll being reduced to 0 hit points within 30 feet of the witherling, the witherling makes a melee attack.

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

  • Armor class 13 (leather armor)
  • Hit points 22 (4d8+4)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 8 (-1)
  • WIS 12 (+1)
  • CHA 8 (-1)

Skills: Perception +3, Stealth +4

Senses: Darkvision 60 ft., PP 13

Languages: Gnoll

Challenge: 1/2 (100 xp)

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

Actions

Multiattack: The gnoll makes two melee attacks with its spear or two ranged attacks with its longbow.

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

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

Longbow: Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage, and the target's speed is reduced by 10 feet until the end of its next turn.

Gnoll Flesh Gnawer Medium humanoid (gnoll), chaotic evil 1 200 xp

  • Armor class 14 (studded leather)
  • Hit points 22 (4d8+4)
  • Speed 30 ft.
  • STR 12 (+1)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 8 (-1)
  • WIS 10 (0)
  • CHA 8 (-1)

Save Throws: Dex +4

Senses: Darkvision 60 ft., PP 10

Languages: Gnoll

Challenge: 1 (200 xp)

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

Actions

Multiattack: The gnoll makes three attacks: one with its bite and two with its shortsword.

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

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

Sudden Rush: Until the end of the turn, the gnoll's speed increases by 60 feet and it doesn't provoke opportunity attacks.

Flind Medium humanoid (gnoll), chaotic evil 9 5,000 xp

  • Armor class 16 (chain mail)
  • Hit points 127 (15d8+60)
  • Speed 30 ft.
  • STR 20 (+5)
  • DEX 10 (0)
  • CON 19 (+4)
  • INT 11 (0)
  • WIS 13 (+1)
  • CHA 12 (+1)

Save Throws: Con +8, Wis +5

Skills: Intimidation +5, Perception +5

Senses: Darkvision 60 ft., PP 15

Languages: Gnoll, Abyssal

Challenge: 9 (5,000 xp)

Aura of Blood Thirst: If the flind isn't incapacitated, any creature with the Rampage trait can make a bite attack as a bonus action while within 10 feet of the flind.

Actions

Multiattack: The flind makes three attacks: one with each of its different flail attacks or three with its longbow.

Flail of Madness: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) bludgeoning damage, and the target must make a DC 16 Wisdom saving throw. On a failed save, the target must make a melee attack against a random target within its reach on its next turn. If it has no targets within its reach even after moving, it loses its action on that turn.

Flail of Pain: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) bludgeoning damage plus 22 (4d10) psychic damage.

Flail of Paralysis: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of its next turn.

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

Girallon Large monstrosity, unaligned 4 1,100 xp

  • Armor class 13
  • Hit points 59 (7d10+21)
  • Speed 40 ft., climb 40 ft.
  • STR 18 (+4)
  • DEX 16 (+3)
  • CON 16 (+3)
  • INT 5 (-3)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3, Stealth +5

Senses: Darkvision 60 ft., PP 13

Languages: ---

Challenge: 4 (1,100 xp)

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

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

Actions

Multiattack: The girallon makes five attacks: one with its bite and four with its claws.

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 {1d6+4) piercing damage.

Claw: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6+4) slashing damage.

Storm Giant Quintessent Huge giant (storm giant), chaotic good 16 15,000 xp

  • Armor class 12
  • Hit points 230 (20d12+100)
  • Speed 50 ft., fly 50 ft. (hover), swim 50 ft.
  • STR 29 (+9)
  • DEX 14 (+2)
  • CON 20 (+5)
  • INT 17 (+3)
  • WIS 20 (+5)
  • CHA 19 (+4)

Save Throws: Str +14, Con +10, Wis +10, Cha +9

Skills: Arcana +8, History +8, Perception +10

Damage Resistances: cold, bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities: lightning, thunder

Senses: Truesight 60 ft., PP 20

Languages: Common, Giant

Challenge: 16 (15,000 xp)

Amphibious: The giant can breathe air and water.

Actions

Multiattack: The giant makes two Lightning Sword attacks or uses Wind Javelin twice.

Lightning Sword: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 40 (9d6+9) lightning damage.

Wind Javelin: The giant coalesces wind into a javelin-like form and hurls it at a creature it can see within 600 feet of it. The javelin is considered a magic weapon and deals 19 (3d6+9) piercing damage to the target, striking unerringly. The javelin disappears after it hits.

Legendary Actions

The giant 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 giant regains spent legendary actions at the start of its turn.

Gust: The giant targets a creature it can see within 60 feet of it and creates a magical gust of wind around it. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in any horizontal direction the giant chooses.
Thunderbolt (2 Actions): The giant hurls a thunderbolt at a creature it can see within 600 feet of it. The target must make a DC 18 Dexterity saving throw, taking 22 (4dl0) thunder damage on a failed save, or half as much damage on a successful one.
One with the Storm (3 Actions): The giant vanishes, dispersing itself into the storm surrounding its lair. The giant can end this effect at the start of any of its turns, becoming a giant once more and appearing in any location it chooses within its lair. While dispersed, the giant can't take any actions other than lair actions, and it can't be targeted by attacks, spells, or other effects. The giant can't use this ability outside its lair, nor can it use this ability if another creature is using a control weather spell or similar magic to quell the storm.

Stone Giant Dreamwalker Huge giant (stone giant), chaotic neutral 10 5,900 xp

  • Armor class 18 (natural armor)
  • Hit points 161 (14d12+70)
  • Speed 40 ft.
  • STR 23 (+6)
  • DEX 14 (+2)
  • CON 21 (+5)
  • INT 10 (0)
  • WIS 8 (-1)
  • CHA 12 (+1)

Save Throws: Dex +6, Con +9, Wis +3

Skills: Athletics +14, Perception +3

Condition Immunities: charmed, frightened

Senses: Darkvision 60 ft., PP 13

Languages: Command, Giant

Challenge: 10 (5,900 xp)

Dreamwalker's Charm: An enemy that starts its turn within 30 feet of the giant must make a DC 13 Charisma saving throw, provided that the giant isn't incapacitated. On a failed save, the creature is charmed by the giant. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, the creature is immune to this giant's Dreamwalker's Charm for 24 hours.

Actions

Multiattack: The giant makes two attacks with its greatclub.

Greatclub: Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 19 (3d8+6) bludgeoning damage.

Petrifying Touch: The giant touches one Medium or smaller creature within 10 feet of it that is charmed by it. The target must make a DC 17 Constitution saving throw. On a failed save, the target becomes petriiied, and the giant can adhere the target to its stony body. Greater restoration spells and other magic that can undo petrification have no effect on a petrified creature on the giant unless the giant is dead, in which case the magic works normally, freeing the petrified creature as well as ending the petrified condition on it.

Rock: Ranged Weapon Attack: +10 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.

Mouth of Grolantor Huge giant (hill giant), chaotic evil 6 2,300 xp

  • Armor class 14 (natural armor)
  • Hit points 105 (10d12+40)
  • Speed 50 ft.
  • STR 21 (+5)
  • DEX 10 (0)
  • CON 18 (+4)
  • INT 5 (-3)
  • WIS 7 (-2)
  • CHA 5 (-3)

Skills: Perception +1

Senses: PP 11

Languages: Giant

Challenge: 6 (2,300 xp)

Mouth of Madness: The giant is immune to confusion spells and similar magic.
On each of its turns, the giant uses all its movement to move toward the nearest creature or whatever else it might perceive as food. Roll a d10 at the start of each of the giant's turns to determine its action for that turn:

1-3: The giant makes three attacks with its fists against one random target within its reach. If no other creatures are within its reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn.
4-5: The giant makes one attack with its fist against every creature within its reach. If no other creatures are within its reach, the giant makes one fist attack against itself.
6-7: The giant makes one attack with its bite against one random target within its reach. If no other creatures are within its reach, its eyes glaze over and it becomes stunned until the start of its next turn.
8-10: The giant makes three attacks against one random target within its reach: one attack with its bite and two with its fists. If no other creatures are within its reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn.

Actions

Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6+5) piercing damage, and the giant magically regains hit points equal to the damage dealt.

Fist: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8+5) bludgeoning damage.

Frost Giant Everlasting One Huge giant (frost giant), chaotic evil 12 8,400 xp

  • Armor class 15 (patchwork armor)
  • Hit points 189 (14d12+98)
  • Speed 40 ft.
  • STR 25 (+7)
  • DEX 9 (-1)
  • CON 24 (+7)
  • INT 9 (-1)
  • WIS 10 (0)
  • CHA 12 (+1)

Save Throws: Str +11, Con +11, Wis +4

Skills: Athletics +11, Perception +4

Damage Immunities: cold

Senses: Darkvision 60 ft., PP 14

Languages: Giant

Challenge: 12 (8,400 xp)

Extra Heads: The giant has a 25 percent chance of having more than one head. If it has more than one, it has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Regeneration: The giant regains 10 hit points at the start of its turn. If the giant takes acid or fire damage, this trait doesn't function at the start of its next turn. The giant dies only if it starts its turn with 0 hit points and doesn't regenerate.
Vaprak's Rage (Recharges after a Short or Long Rest): As a bonus action, the giant can enter a rage at the start of its turn. The rage lasts for 1 minute or until the giant is incapacitated. While raging, the giant gains the following benefits:
• The giant has advantage on Strength checks and Strength saving throws.
• When it makes a melee weapon attack, the giant gains a +4 bonus to the damage roll.
• The giant has resistance to bludgeoning, piercing, and slashing damage.

Actions

Multiattack: The giant makes two attacks with its greataxe.

Greataxe: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 26 (3d12+7) slashing damage, or 30 (3d12+11) slashing damage while raging.

Rock: Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10+7) bludgeoning damage.

Fire Giant Dreadnought Huge giant (fire giant), lawful evil 14 11,500 xp

  • Armor class 21 (plate, shields)
  • Hit points 187 (15d12+90)
  • Speed 30 ft.
  • STR 27 (+8)
  • DEX 9 (-1)
  • CON 23 (+6)
  • INT 8 (-1)
  • WIS 10 (0)
  • CHA 11 (0)

Save Throws: Dex +4, Con +11, Cha +5

Skills: Athletics +13, Perception +5

Damage Immunities: fire

Senses: PP 15

Languages: Giant

Challenge: 14 (11,500 xp)

Dual Shields: The giant carries two shields, each of which is accounted for in the giant's AC. The giant must stow or drop one of its shields to hurl rocks.

Actions

Multiattack: The giant makes two fireshield attacks.

Fireshield: Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 22 (4d6+8) bludgeoning damage plus 7 (2d6) fire damage plus 7 (2d6) piercing damage.

Rock: Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 30 (4d10+8) bludgeoning damage.

Shield Charge: The giant moves up to 30 feet in a straight line and can move through the space of any creature smaller than Huge. The first time it enters a creature's space during this move, it makes a fireshield attack against that creature. If the attack hits, the target must also succeed on a DC 21 Strength saving throw or be pushed ahead of the giant for the rest of this move. If a creature fails the save by 5 or more, it is also knocked prone and takes 18 (3d6+8) bludgeoning damage, or 29 (6d6 + 8) bludgeoning damage if it was already prone.

Cloud Giant Smiling One Huge giant (cloud giant), chaotic neutral 11 7,200 xp

  • Armor class 15 (natural armor)
  • Hit points 262 (21d12+126)
  • Speed 40 ft.
  • STR 26 (+8)
  • DEX 12 (+1)
  • CON 22 (+6)
  • INT 15 (+2)
  • WIS 16 (+3)
  • CHA 17 (+3)

Save Throws: Con +10, Int +6, Cha +7

Skills: Deception +11, Insight +7, Perception +7, Sleight of Hand +9

Senses: PP 17

Languages: Common, Giant

Challenge: 11 (7,200 xp)

Innate Spellcasting: The giant's spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
At will: detect magic, fog cloud, light
3/day each: feather fall, fly, misty step, telekinesis
1/day each: control weather, gaseous form

Spellcasting: The giant is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The giant has the following bard spells prepared:
Cantrips (at will): minor illusion, prestidigitation, vicious mockery
1st level (4 slots): cure wounds, disguise self, silent image, Tasha's hideous laughter
2nd level (3 slots): invisibility, suggestion
3rd level (2 slots): major image, tongues

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

Actions

Multiattack: The giant makes two attacks with its morningstar.

Morningstar: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) bludgeoning damage. The attack deals an extra 14 (4d6) damage if the giant has advantage on the attack roll.

Rock: Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10+8) bludgeoning damage. The attack deals an extra 14 (4d6) damage if the giant has advantage on the attack roll.

Change Shape: The giant magically polymorphs into a beast or humanoid it has seen, or back into its true form. Any equipment the giant is wearing or carrying is absorbed by the new form. Its statistics, other than its size, are the same in each form. It reverts to its true form if it dies.

Froghemoth Huge monstrosity, unaligned 10 5,900 xp

  • Armor class 14 (natural armor)
  • Hit points 184 (16d12+80)
  • Speed 30 ft., swim 30 ft.
  • STR 23 (+6)
  • DEX 13 (+1)
  • CON 20 (+5)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 5 (-3)

Save Throws: Con +9, Wis +5

Skills: Perception +9, Stealth +5

Damage Resistances: fire, lightning

Senses: Darkvision 60 ft., PP 19

Languages: ---

Challenge: 10 (5,900 xp)

Amphibious: The froghemoth can breathe air and water.

Shock Susceptibility: If the froghemoth takes lightning damage, it suffers several effects until the end of its next turn: its speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, it can't use reactions or Multiattack, and on its turn, it can use either an action or a bonus action, not both.

Actions

Multiattack: The froghemoth makes two attacks with its tentacles. It can also use its tongue or bite.

Tentacle: Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 19 (3d8+6) bludgeoning damage, and the target is grappled (escape DC 16) if it is a Huge or smaller creature. Until the grapple ends, the froghemoth can't use this tentacle on another target. The froghemoth has four tentacles.

Bite: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (3d10+6) piercing damage, and the target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the froghemoth, and takes 10 (3d6) acid damage at the start of each of the froghemoth's turns.
The froghemoth's gullet can hold up to two creatures at a time. If the froghemoth takes 20 damage or more on a single turn from a creature inside it, the froghemoth must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the froghemoth. If the froghemoth dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.

Tongue: The froghemoth targets one Medium or smaller creature that it can see within 20 feet of it. The target must make a DC 18 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the frog_hemoth, and the froghemoth can make a bite attack against it as a bonus action.

Flail Snail Large elemental, unaligned 3 700 xp

  • Armor class 16 (natural armor)
  • Hit points 52 (5d10+25)
  • Speed 10 ft.
  • STR 17 (+3)
  • DEX 5 (-3)
  • CON 20 (+5)
  • INT 3 (-4)
  • WIS 10 (0)
  • CHA 5 (-3)

Damage Immunities: fire, poison

Condition Immunities: poisoned

Senses: Darkvision 60 ft., Tremorsense 60 ft., PP 10

Languages: ---

Challenge: 3 (700 xp)

Flail Tentacles: The flail snail has five flail tentacles. Whenever the snail takes 10 damage or more on a single turn, one of its tentacles dies. If even one tentacle remains, the snail regrows all dead ones within ld4 days. If all its tentacles die, the snail retracts into its shell, gaining total cover, and it begins wailing, a sound that can be heard for 600 feet, stopping only when it dies 5d6 minutes later. Healing magic that restores limbs, such as the regenerate spell, can halt this dying process.

Actions

Multiattack: The flail snail makes as many Flail Tentacle attacks as it has flail tentacles, all against the same target.

Flail Tentacle: Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.

Scintillating Shell (Recharges after a Short or Long Rest): The snail's shell emits dazzling, colored light until the end of the snail's next turn. During this time, the shell sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the snail have disadvantage on attack rolls against it. In addition, any creature within the bright light and able to see the snail when this power is activated must succeed on a DC 15 Wisdom saving throw or be stunned until the light ends.

Shell Defense: The flail snail withdraws into its shell, gaining a +4 bonus to AC until it emerges. It can emerge from its shell as a bonus action on its turn.

Antimagic Shell: The snail has advantage on saving throws against spells, and any creature making a spell attack against the snail has disadvantage on the attack roll. If the snail succeeds on its saving throw against a spell or a spell attack misses it, an additional effect might occur, as determined by rolling a d6:

1-2:: If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only the snail, it has no effect on the snail and is reflected back at the caster, using the spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
3-4: No additional effect.
5-6: The snail's shell converts some of the spell's energy into a burst of destructive force. Each creature within 30 feet of the snail must make a DC 15 Constitution saving throw, taking ld6 force damage per level of the spell on a failed save, or half as much damage on a successful one.

Firenewt Warlock of Imix Medium humanoid (firenewt), neutral evil 1 200 xp

  • Armor class 10 (13 with mage armor)
  • Hit points 33 (6d8+6)
  • Speed 30 ft.
  • STR 13 (+1)
  • DEX 11 (0)
  • CON 12 (+1)
  • INT 9 (-1)
  • WIS 11 (0)
  • CHA 14 (+2)

Damage Immunities: fire

Senses: Darkvision 120 ft. (penetrates magical darkness), PP 10

Languages: Draconic, Ignan

Challenge: 1 (200 xp)

Amphibious: The firenewt can breathe air and water.

Innate Spellcasting: The firenewt's innate spellcasting ability is Charisma. It can innately cast mage armor (self only) at will, requiring no material components.

Spellcasting: The firenewt is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
Cantrips (at will): fire bolt, guidance, light, mage hand, prestidigitation
1st-2nd level (2 2nd-level slots): burning hands, flaming sphere, hellish rebuke, scorching ray

Imix's Blessing: When the firenewt reduces an enemy to 0 hit points, the firenewt gains 5 temporary hit points.

Actions

Morningstar: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) piercing damage.

Giant Strider Large monstrosity, neutral evil 1 200 xp

  • Armor class 14 (natural armor)
  • Hit points 22 (3d10+6)
  • Speed 50 ft.
  • STR 18 (+4)
  • DEX 13 (+1)
  • CON 14 (+2)
  • INT 4 (-3)
  • WIS 12 (+1)
  • CHA 6 (-2)

Damage Immunities: fire

Senses: PP 11

Languages: ---

Challenge: 1 (200 xp)

Fire Absorption: Whenever the giant strider is subjected to fire clamage, it takes no damage and regains a number of hit points equal to half the fire damage dealt.

Actions

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

Fire Burst (Recharge 5-6): The giant strider hurls a gout of flame at a point it can see within 60 feet of it. Each creature in a 10-foot-radius sphere centered on that point must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, and it ignites flammable objects in that area that aren't being worn or carried.

Firenewt Warrior Medium humanoid (firenewt), neutral evil 1/2 100 xp

  • Armor class 16 (chain shirt, shield)
  • Hit points 22 (4d8+4)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 13 (+1)
  • CON 12 (+1)
  • INT 7 (-2)
  • WIS 11 (0)
  • CHA 8 (-1)

Damage Immunities: fire

Senses: PP 10

Languages: Draconic, Ignan

Challenge: 1/2 (100 xp)

Amphibious: The firenewt can breathe air and water.

Actions

Multiattack: The firenewt makes two attacks with its scimitar.

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

Spit Fire (Recharges after a Short or Long Rest): The firenewt spits fire at a creature within 10 feet of it. The creature must make a DC 11 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one.

Draegloth Large fiend (demon), chaotic evil 7 2,900 xp

  • Armor class 15 (natural armor)
  • Hit points 123 (13d10+52)
  • Speed 30 ft.
  • STR 20 (+5)
  • DEX 15 (+2)
  • CON 18 (+4)
  • INT 13 (+1)
  • WIS 11 (0)
  • CHA 11 (0)

Skills: Perception +3, Stealth +5

Damage Resistances: cold, fire, lightning

Damage Immunities: poison

Condition Immunities: poisoned

Senses: Darkvision 120 ft., PP 13

Languages: Abyssal, Elvish, Undercommon

Challenge: 7 (2,900 xp)

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

Innate Spellcasting: The draegloth's innate spellcasting ability is Charisma (spell save DC 11). The draegloth can innately cast the following spells, requiring no material components:

At will: darkness
1/day each: confusion, dancing lights, faerie fire

Actions

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

Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10+5) piercing damage.

Claws: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10+5) slashing damage.

Velociraptor Tiny beast, unaligned 1/4 50 xp

  • Armor class 13 (natural armor)
  • Hit points 10 (3d4+3)
  • Speed 30 ft.
  • STR 6 (-2)
  • DEX 14 (+2)
  • CON 13 (+1)
  • INT 4 (-3)
  • WIS 12 (+1)
  • CHA 6 (-2)

Skills: Perception +3

Senses: PP 13

Languages: ---

Challenge: 1/4 (50 xp)

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

Actions

Multiattack: The velociraptor 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.

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

Stegosaurus Huge beast, unaligned 4 1,100 xp

  • Armor class 13 (natural armor)
  • Hit points 76 (8d12+24)
  • Speed 40 ft.
  • STR 20 (+5)
  • DEX 9 (-1)
  • CON 17 (+3)
  • INT 2 (-4)
  • WIS 11 (0)
  • CHA 5 (-3)

Senses: PP 10

Languages: ---

Challenge: 4 (1,100 xp)

Actions

Tail: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 26 (6d6+3) piercing damage.

Quetzalcoatlus Huge beast, unaligned 2 450 xp

  • Armor class 13 (natural armor)
  • Hit points 30 (4d12+4)
  • Speed 10 ft., fly 80 ft.
  • STR 15 (+2)
  • DEX 13 (+1)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 5 (-3)

Skills: Perception +2

Senses: PP 12

Languages: ---

Challenge: 2 (450 xp)

Dive Attack: If the quetzalcoatlus is flying and dives at least 30 feet toward a target and then hits with a bite attack, the attack deals an extra 10 (3d6) damage to the target.

Flyby: The quetzalcoatlus doesn't provoke an opportunity attack when it flies out of an enemy's reach.

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 12 (3d6+2) piercing damage.

Hadrosaurus Large beast, unaligned 1/4 50 xp

  • Armor class 11 (natural armor)
  • Hit points 19 (3d10+3)
  • Speed 40 ft.
  • STR 15 (+2)
  • DEX 10 (0)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 5 (-3)

Skills: Perception +2

Senses: PP 12

Languages: ---

Challenge: 1/4 (50 xp)

Actions

Tail: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) bludgeoning damage.

Dimetrodon Medium beast, unaligned 1/4 50 xp

  • Armor class 12 (natural armor)
  • Hit points 19 (3d8+6)
  • Speed 30 ft., swim 20 ft.
  • STR 14 (+2)
  • DEX 10 (0)
  • CON 15 (+2)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 5 (-3)

Skills: Perception +2

Senses: PP 12

Languages: ---

Challenge: 1/4 (50 xp)

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d662) piercing damage.

Deinonychus Medium beast, unaligned 1 200 xp

  • Armor class 13 (natural armor)
  • Hit points 26 (4d8+8)
  • Speed 40 ft.
  • STR 15 (+2)
  • DEX 15 (+2)
  • CON 14 (+2)
  • INT 4 (-3)
  • WIS 12 (+1)
  • CHA 6 (-2)

Skills: Perception +3

Senses: PP 13

Languages: ---

Challenge: 1 (200 xp)

Pounce: If the deinonychus moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the deinonychus can make one bite attack against it as a bonus action.

Actions

Multiattack: The deinonychus 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: 6 (1d8+2) piercing damage.

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

Brontosaurus Gargantuan beast, unaligned 5 1,800 xp

  • Armor class 15 (natural armor)
  • Hit points 121 (9d20+27)
  • Speed 30 ft.
  • STR 21 (+5)
  • DEX 9 (-1)
  • CON 17 (+3)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 7 (-2)

Save Throws: Con +6

Senses: PP 10

Languages: ---

Challenge: 5 (1,800 xp)

Actions

Stomp: Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 27 (5d8+5) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.

Tail: Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 32 (6d8+5) bludgeoning damage.

Devourer Large fiend, chaotic evil 13 10,000 xp

  • Armor class 16 (natural armor)
  • Hit points 178 (17d10+85)
  • Speed 30 ft.
  • STR 20 (+5)
  • DEX 12 (+1)
  • CON 20 (+5)
  • INT 13 (+1)
  • WIS 10 (0)
  • CHA 16 (+3)

Damage Resistances: cold, fire, lightning

Damage Immunities: poison

Condition Immunities: poisoned

Senses: Darkvision 120 ft., PP 10

Languages: Abyssal, Telepathy 120ft.

Challenge: 13 (10,000 xp)

Actions

Multiattack: The devourer makes two claw attacks and can use either Imprison Soul or Soul Rend.

Claw: Melee Weapon Attack: + 10 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage plus 21 (6d6) necrotic damage.

Imprison Soul: The devourer chooses a living humanoid with 0 hit points that it can see within 30 feet of it. That creature is teleported inside the devourer's ribcage and imprisoned there. A creature imprisoned in this manner has disadvantage on death saving throws. If it dies while imprisoned, the devourer regains 25 hit points, immediately recharges Soul Rend, and gains an additional action on its next turn. Additionally, at the start of its next turn, the devourer regurgitates the slain creature as a bonus action, and the creature becomes an undead. If the victim had 2 or fewer Hit Dice, it becomes a zombie. If it had 3 to 5 Hit Dice, it becomes a ghoul. Otherwise, it becomes a wight. A devourer can imprison only one creature at a time.

Soul Rend (Recharge 6): The devourer creates a vortex of life-draining energy in a 20-foot radius centered on itself. Each humanoid in that area must make a DC 18 Constitution saving throw, taking 44 (8d10) necrotic damage on a failed save, or half as much damage on a successful one. Increase the damage by 10 for each living humanoid with 0 hit points in that area.

Shoosuva Large fiend (demon), chaotic evil 8 3,900 xp

  • Armor class 14 (natural armor)
  • Hit points 110 (13d10+39)
  • Speed 40 ft.
  • STR 18 (+4)
  • DEX 13 (+1)
  • CON 17 (+3)
  • INT 7 (-2)
  • WIS 14 (+2)
  • CHA 9 (-1)

Save Throws: Dex +4, Con +6, Wis +5

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

Damage Immunities: poison

Condition Immunities: charmed, frightened, poisoned

Senses: Darkvision 60 ft., PP 12

Languages: Abyssal, Gnoll, Telepathy 120ft.

Challenge: 8 (3,900 xp)

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

Actions

Multiattack: The shoosuva makes two attacks: one with its bite and one with its tail stinger.

Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 26 (4d10+4) piercing damage.

Tail Stinger: Melee Weapon Attack: +7 to hit, reach 15 ft., one creature. Hit: 13 (2d8+4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Maw Demon Medium fiend (demon), chaotic evil 1 200 xp

  • Armor class 13 (natural armor)
  • Hit points 33 (6d8+6)
  • Speed 30 ft.
  • STR 14 (+2)
  • DEX 8 (-1)
  • CON 13 (+1)
  • INT 5 (-3)
  • WIS 8 (-1)
  • CHA 5 (-3)

Damage Resistances: cold, fire, lightning

Damage Immunities: poison

Condition Immunities: charmed, frightened, poisoned

Senses: Darkvision 60 ft., PP 9

Languages: understands Abyssal but can't speak

Challenge: 1 (200 xp)

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

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8+2) piercing damage.

Babau Medium fiend (demon), chaotic evil 4 1,100 xp

  • Armor class 16 (natural armor)
  • Hit points 82 (11d8+33)
  • Speed 40 ft.
  • STR 19 (+4)
  • DEX 16 (+3)
  • CON 16 (+3)
  • INT 11 (0)
  • WIS 12 (+1)
  • CHA 13 (+1)

Skills: Perception +5, Stealth +5

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

Damage Immunities: poison

Condition Immunities: poisoned

Senses: Darkvision 120 ft., PP 15

Languages: Abyssal

Challenge: 4 (1,100 xp)

Innate Spellcasting: The babau's innate spellcasting ability is Wisdom (spell save DC 11). The babau can innately cast the following spells, requiring no material components:

At will: darkness, dispel magic, fear, heat metal, levitate

Actions

Multiattack: The babau makes two melee attacks. It can also use Weakening Gaze before or after making these attacks.

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

Spear: Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6+4) piercing damage, or 8 (1d8+4) piercing damage when used with two hands to make a melee attack.

Weakening Gaze: The babau targets one creature that it can see within 20 feet of it. The target must make a DC 13 Constitution saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength 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.

Deep Scion Medium humanoid (shapechanger), neutral evil 3 700 xp

  • Armor class 11
  • Hit points 67 (9d8+27)
  • Speed 30 ft., (20 ft. and swim 40 ft. in hybrid form)
  • STR 18 (+4)
  • DEX 13 (+1)
  • CON 16 (+3)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 14 (+2)

Save Throws: Wis +3, Cha +4

Skills: Deception +6, Insight +3, Sleight of Hand +3, Stealth +3

Senses: Darkvision 120 ft., PP 11

Languages: Aquan, Common, thieves' cant

Challenge: 3 (700 xp)

Shapechanger: The deep scion can use its action to polymorph into a humanoid-piscine hybrid form, or back into its true form. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. The deep scion reverts to its true form if it dies.

Amphibious (Hybrid Form Only): The deep scion can breathe air and water.

Actions

Multiattack: In humanoid form, the deep scion makes two melee attacks. In hybrid form, the deep scion makes three attacks: one with its bite and two with its claws.

Battleaxe (Humanoid Form Only): Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10+4) slashing damage if used with two hands.

Bite (Hybrid Form Only): Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d4+4) piercing damage.

Claw (Hybrid Form Only): Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage.

Psychic Screech (Hybrid Form Only, Recharges after a Short or Long Rest): The deep scion emits a terrible scream audible within 300 feet. Creatures within 30 feet of the deep scion must succeed on a DC 13 Wisdom saving throw or be stunned until the end of the deep scion's next turn. In water, the psychic screech also telepathically transmits the deep scion's memories of the last 24 hours to its master, regardless of distance, so long as it and its master are in the same body of water.

Darkling Elder Medium fey, chaotic neutral 2 450 xp

  • Armor class 15 (studded leather armor)
  • Hit points 27 (5d8+5)
  • Speed 30 ft.
  • STR 13 (+1)
  • DEX 17 (+3)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 14 (+2)
  • CHA 13 (+1)

Skills: Acrobatics +5, Deception +3, Perception +6, Stealth +7

Senses: Blindsight 30 ft., Darkvision 120 ft., PP 16

Languages: Elvish, Sylvan

Challenge: 2 (450 xp)

Death Burn: When the darkling elder dies, magical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must make a DC 11 Constitution saving throw. On a failure, the creature takes 7 (2d6) radiant damage and, if the creature can see the light, is blinded until the end of its next turn. If the saving throw is successful, the creature takes half the damage and isn't blinded.

Actions

Multiattack: The darkling elder makes two melee attacks.

Shortsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage. If the darkling elder had advantage on the attack roll, the attack deals an extra 10 (3d6) piercing damage.

Darkness (Recharges after a Short or Long Rest): The darkling elder casts darkness without any components. Wisdom is its spellcasting ability.

Darkling Small fey, chaotic neutral 1/2 100 xp

  • Armor class 14 (leather armor)
  • Hit points 13 (3d6+3)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 16 (+3)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 10 (0)

Skills: Acrobatics +5, Deception +2, Perception +5, Stealth +7

Senses: Blindsight 30 ft., Darkvision 120 ft., PP 15

Languages: Elvish, Sylvan

Challenge: 1/2 (100 xp)

Death Flash: When the darkling dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area and able to see the bright light must succeed on a DC 10 Constitution saving throw or be blinded until the end of the creature's next turn.

Light Sensiti11ity: While in bright light, the darkling has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Dagger: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage. If the darkling has advantage on the attack roll, the attack deals an extra 7 (2d6) piercing damage.

Swarm of Cranium Rats Medium swarm of tiny beast, lawful evil 5 1,800 xp

  • Armor class 12
  • Hit points 36 (8d8)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 15 (+2)
  • WIS 11 (0)
  • CHA 14 (+2)

Damage Resistances: bludgeoning, piercing, slashing

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

Senses: Darkvision 30 ft., PP 10

Languages: Telepathy 30 ft.

Challenge: 5 (1,800 xp)

Illumination: As a bonus action, the swarm can shed dim light from its brains in a 5-foot radius, increase the illumination to bright light in a 5- to 20-foot radius (and dim light for an additional number of feet equal to the chosen radius), or extinguish the light.

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.

Telepathic Shroud: The swarm is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells.

Actions

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

Features cont.

Innate Spellcasting (Psionics): The swarm's innate spellcasting ability is Intelligence (spell save DC 13). As long as it has more than half of its hit points remaining, the swarm can innately cast the following spells, requiring no components:

At will: command, comprehend languages, detect thoughts
1/day each: confusion, dominate monster

Cranium Rat Tiny beast, lawful evil 0 10 xp

  • Armor class 12
  • Hit points 2 (1d4)
  • Speed 30 ft.
  • STR 2 (-4)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 4 (-3)
  • WIS 11 (0)
  • CHA 8 (-1)

Senses: Darkvision 30 ft., PP 10

Languages: Telepathy 30 ft.

Challenge: 0 (10 xp)

Illumination: As a bonus action, the cranium rat can shed dim light from its brain in a 5-foot radius or extinguish the light.

Telepathic Shroud: The cranium rat is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells.

Actions

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

Choldrith Medium monstrosity, chaotic evil 3 700 xp

  • Armor class 15 (studded leather armor)
  • Hit points 66 (12d8+12)
  • Speed 30 ft., climb 30 ft.
  • STR 12 (+1)
  • DEX 16 (+3)
  • CON 12 (+1)
  • INT 11 (0)
  • WIS 14 (+2)
  • CHA 10 (0)

Skills: Athletics +5, Religion +2, Stealth +5

Senses: Darkvision 60 ft., PP 12

Languages: Undercommon

Challenge: 3 (700 xp)

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

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

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

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

Web Walker: The choldrith ignores movement restrictions caused by webbing.

Actions

Dagger: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage plus 10 (3d6) poison damage.

Web (Recharge 5-6): Ranged Weapon Attack: +5 to hit, range 30/60 ft., one Large or smaller creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 11 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10, 5 hit points, vulnerability to fire damage, immunity to bludgeoning, poison, and psychic damage).

Features cont.

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

Cantrips (at will): guidance, mending, resistance, thaumaturgy
1st level (4 slots): bane, healing word, sanctuary, shield of faith
2nd level (l slots): hold person, spiritual weapon (dagger)

Chitine Small monstrosity, chaotic evil 1/2 100 xp

  • Armor class 14 (hide armor)
  • Hit points 18 (4d6+4)
  • Speed 30 ft., climb 30 ft.
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 7 (-2)

Skills: Athletics +4, Stealth +4

Senses: Darkvision 60 ft., PP 10

Languages: Undercommon

Challenge: 1/2 (100 xp)

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

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

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

Web Walker: The chitine ignores movement restrictions caused by webbing.

Actions

Multiattack: The chitine makes three attacks with its daggers.

Dagger: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.

Cave Fisher Medium monstrosity, unaligned 3 700 xp

  • Armor class 16 (natural armor)
  • Hit points 58 (9d8+18)
  • Speed 20 ft., climb 20 ft.
  • STR 16 (+3)
  • DEX 13 (+1)
  • CON 14 (+2)
  • INT 3 (-4)
  • WIS 10 (0)
  • CHA 3 (-4)

Skills: Perception +2, Stealth +5

Senses: Blindsight 60 ft., PP 12

Languages: ---

Challenge: 3 (700 xp)

Adhesive Filament: The cave fisher can use its action to extend a sticky filament up to 60 feet, and the filament adheres to anything that touches it. A creature adhered to the filament is grappled by the cave fisher {escape DC 13), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 15, 5 hit points, immunity to poison and psychic damage), but a weapon that fails to sever it becomes stuck to it, requiring an action and a successful DC 13 Strength check to pull free. Destroying the filament deals no damage to the cave fisher, which can extrude a replacement filament on its next turn.

Flammable Blood: If the cave fisher drops to half its hit points or fewer, it gains vulnerability to fire damage.

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

Actions

Multiattack: The cave fisher makes two attacks with its claws.

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

Filament: One creature grappled by the cave fisher's adhesive filament must make a DC 13 Strength saving throw, provided that the target weighs 200 pounds or less. On a failure, the target is pulled into an unoccupied space within S feet of the cave fisher, and the cave fisher makes a claw attack against it as a bonus action. Reeling up the target releases anyone else who was attached to the filament. Until the grapple ends on the target, the cave fisher can't extrude another filament.

Catoblepas Large monstrosity, unaligned 5 1,800 xp

  • Armor class 14 (natural armor)
  • Hit points 84 (8d10+40)
  • Speed 30 ft.
  • STR 19 (+4)
  • DEX 12 (+1)
  • CON 21 (+5)
  • INT 3 (-4)
  • WIS 14 (+2)
  • CHA 8 (-1)

Senses: Darkvision 60 ft., PP 12

Languages: ---

Challenge: 5 (1,800 xp)

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

Stench: Any creature other than a catoblepas that starts its turn within 10 feet of the catoblepas must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of any catoblepas for 1 hour.

Actions

Tail: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 21 (5d6+4) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be stunned until the start of the catoblepas's next turn.

Death Rav (Recharge 5-6): The catoblepas targets a creature that it can see within 30 feet of it. The target must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target instead takes 64 necrotic damage. The target dies if reduced to 0 hit points by this ray.

Boggle Small fey, chaotic neutral 1/8 25 xp

  • Armor class 14
  • Hit points 18 (4d6+4)
  • Speed 30 ft., climb 30 ft.
  • STR 8 (-1)
  • DEX 18 (+4)
  • CON 13 (+1)
  • INT 6 (-2)
  • WIS 12 (+1)
  • CHA 7 (-2)

Skills: Perception +3, Sleight of Hand +6, Stealth +6

Damage Resistances: fire

Senses: Darkvision 60 ft., PP 13

Languages: Sylvan

Challenge: 1/8 (25 xp)

Dimensional Rift: As a bonus action, the boggle can create an invisible and immobile rift within an opening or frame it can see within 5 feet of it, provided that the space is no bigger than 10 feet on any side. The dimensional rift bridges the distance between that space and any point within 30 feet of it that the boggle can see or specify by distance and direction (such as 30 feet straight up}. While next to the rift, the boggle can see through it and is considered to be next to the destination as well, and anything the boggle puts through the rift (including a portion of its body) emerges at the destination. Only the boggle can use the rift, and it lasts until the end of the boggle's next turn.

Uncanny Smell: The boggle has advantage on Wisdom (Perception) checks that rely on smell.

Actions

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

Oil Puddle: The boggle creates a puddle of oil that is either slippery or sticky (boggle's choice). The puddle is 1 inch deep and covers the ground in the boggle's space. The puddle is difficult terrain for all creatures except boggles and lasts for 1 hour.
If the oil is slippery, any creature that enters the puddle's area or starts its turn there must succeed on a DC 11 Dexterity saving throw or fall prone.
If the oil is sticky, any creature that enters the puddle's area or starts its turn there must succeed on a DC 11 Strength saving throw or be restrained. On its turn, a creature can use an action to try to extricate itself from the sticky puddle, ending the effect and moving into the nearest safe unoccupied space with a successful DC 11 Strength check.

Features cont.

Boggle Oil: The boggle excretes nonflammable oil from its pores. The boggle chooses whether the oil is slippery or sticky and can change the oil on its skin from one consistency to another as a bonus action.
Slippery Oil: While coated in slippery oil, the boggle gains advantage on Dexterity (Acrobatics} checks made to escape bonds, squeeze through narrow spaces, and end grapples.
Sticky Oil: While coated in sticky oil, the boggle gains advantage on Strength (Athletics) checks made to grapple and any ability check made to maintain a hold on another creature, a surface, or an object. The boggle can also climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Bodak Medium undead, chaotic evil 6 2,300 xp

  • Armor class 15 (natural armor)
  • Hit points 58 (9d8+18)
  • Speed 30 ft.
  • STR 15 (+2)
  • DEX 16 (+3)
  • CON 15 (+2)
  • INT 7 (-2)
  • WIS 12 (+1)
  • CHA 12 (+1)

Skills: Perception +4, Stealth +6

Damage Resistances: cold, fire, necrotic, bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities: lightning, poison

Condition Immunities: charmed, frightened, poisoned

Senses: Darkvision 120 ft., PP 14

Languages: Abyssal, the languages it knew in life

Challenge: 6 (2,300 xp)

Aura of Annihilation: The bodak can activate or deactivate this feature as a bonus action. While active, the aura deals 5 necrotic damage to any creature that ends its turn within 30 feet of the bodak. Undead and fiends ignore this effect.

Sunlight Hypersensitivity: The bodak takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Fist: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage plus 9 (2d8} necrotic damage.

Withering Gaze: One creature that the bodak can see within 60 feet of it must make a DC 13 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.

Features cont.

Death Gaze: When a creature that can see the bodak's eyes starts its turn within 30 feet of the bodak, the bodak can force it to make a DC 13 Constitution saving throw if the bodak isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points, unless it is immune to the frightened condition. Otherwise, a creature takes 16 (3d10) psychic damage on a failed save.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the bodak until the start of its next turn. If the creature looks at the bodak in the meantime, it must immediately make the saving throw.

Gazer Tiny aberration, neutral evil 1/2 100 xp

  • Armor class 13
  • Hit points 13 (3d4+6)
  • Speed 0 ft., fly 30 ft. (hover)
  • STR 3 (-4)
  • DEX 17 (+3)
  • CON 14 (+2)
  • INT 3 (-4)
  • WIS 10 (0)
  • CHA 7 (-2)

Save Throws: Wis +2

Skills: Perception +4, Stealth +5

Condition Immunities: prone

Senses: Darkvision 60 ft., PP 14

Languages: ---

Challenge: 1/2 (100 xp)

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

Mimicry: The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Actions

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

Eye Rays: The gazer shoots two of the following magical eye rays at random (reroll duplicates), choosing one or two targets it can see within 60 feet of it:

1. Dazing Ray: The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer's next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls.
2. Fear Ray: The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer's next turn.
3. Frost Ray: The targeted creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage.
4. Telekinetic Ray: If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer.
If the target is an object weighing 10 pounds or less that isn't being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.

Gauth Medium aberration, neutral evil 6 2,300 xp

  • Armor class 15 (natural armor)
  • Hit points 67 (9d8+27)
  • Speed 0 ft., fly 20 ft. (hover)
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 16 (+3)
  • INT 15 (+2)
  • WIS 15 (+2)
  • CHA 13 (+1)

Save Throws: Int +5, Wis +5, Cha +4

Skills: Perception +5

Condition Immunities: prone

Senses: Darkvision 120 ft., PP 15

Languages: Deep Speech, Undercommon

Challenge: 6 (2,300 xp)

Stunning Gaze: When a creature that can see the gauth's central eye starts its turn within 30 feet of the gauth, the gauth can force it to make a DC 14 Wisdom saving throw if the gauth isn't incapacitated and can see the creature. A creature that fails the save is stunned until the start of its next turn.
Unless surprised, a creature can avert its eyes at the start of its turn to avoid the saving throw. If the creature does so, it can't see the gauth until the start of its next turn, when it can avert its eyes again. If the creature looks at the gauth in the meantime, it must immediately make the save.

Death Throes: When the gauth dies, the magical energy within it explodes, and each creature within 10 feet of it must make a DC 14 Dexterity saving throw, taking 13 (3d8) force damage on a failed save, or half as much damage on a successful one.

Actions

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d8) piercing damage.

Eye Rays: The gauth shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three tar-gets it can see within 120 feet of it:

1. Devour Magic Ray: The targeted creature must succeed on a DC 14 Dexterity saving throw or have one of its magic items lose all magical properties until the start of the gauth's next turn. If the object is a charged item, it also loses 1d4 charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls.
2. Enervation Ray: The targeted creature must make a DC 14 Constitution saving throw, taking 18 (4d8} necrotic damage on a failed save, or half as much damage on a successful one.
3. Pushing Ray: The targeted creature must succeed on a DC 14 Strength saving throw or be pushed up to 15 feet directly away from the gauth and have its speed halved until the start of the gauth's next turn.
4. Fire Ray: The targeted creature must succeed on a DC 14 Dexterity saving throw or take 22 (4dl0) fire damage.
5. Paralyzing Ray: The targeted creature must succeed on a DC 14 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.
6. Sleep Ray: The targeted creature must succeed on a DC 14 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.

Death Kiss Large aberration, neutral evil 10 5,900 xp

  • Armor class 16 (natural armor)
  • Hit points 161 (17d10+68)
  • Speed 0 ft., fly 30 ft. (hover)
  • STR 18 (+4)
  • DEX 14 (+2)
  • CON 18 (+4)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 10 (0)

Save Throws: Con +8, Wis +5

Skills: Perception +5

Damage Immunities: lightning

Condition Immunities: prone

Senses: Darkvision 120 ft., PP 15

Languages: Deep Speech, Undercommon

Challenge: 10 (5,900 xp)

Lightning Blood: A creature within 5 feet of the death kiss takes 5 (1d10) lightning damage whenever it hits the death kiss with a melee attack that deals piercing or slashing damage.

Actions

Multiattack: The death kiss makes three tentacle attacks. Up to three of these attacks can be replaced by Blood Drain, one replacement per tentacle grappling a creature.

Tentacle: Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 14 (3d6+4) piercing damage, and the target is grappled (escape DC 14) if it is a Huge or smaller creature. Until this grapple ends, the target is restrained, and the death kiss can't use the same tentacle on another target. The death kiss has ten tentacles.

Blood Drain: One creature grappled by a tentacle of the death kiss must make a DC 16 Constitution saving throw. On a failed save, the target takes 22 (4dl0) lightning damage, and the death kiss regains half as many hit points.

Barghest Large fiend (shapechanger), neutral evil 4 1,100 xp

  • Armor class 17 (natural armor)
  • Hit points 90 (12d10+24)
  • Speed 60 ft. (30 ft. in goblin form)
  • STR 19 (+4)
  • DEX 15 (+2)
  • CON 14 (+2)
  • INT 13 (+1)
  • WIS 12 (+1)
  • CHA 14 (+2)

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

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

Damage Immunities: acid, poison

Condition Immunities: poisoned

Senses: Blindsight 60 ft., Darkvision 60 ft., PP 15

Languages: Abyssal, Common, Goblin, Infernal, Telepathy 60 ft.

Challenge: 4 (1,100 xp)

Shapechanger: The barghest can use its action to polymorph into a Small goblin or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. The barghest reverts to its true form if it dies.
Fire Banishment: When the barghest starts its turn engulfed in flames that are at least 10 feet high or wide, it must succeed on a DC 15 Charisma saving throw or be instantly banished to Gehenna. Instantaneous bursts of flame (such as a red dragon's breath or a fireball spell) don't have this effect on the barghest.
Keen Smell: The barghest has advantage on Wisdom (Perception) checks that rely on smell.

Actions

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

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

Features cont.

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

At will: levitate, minor illusion, pass without trace
1/day each: charm person, dimension door, suggestion

Banderhobb Large monstrosity, neutral evil 5 1,800 xp

  • Armor class 15 (natural armor)
  • Hit points 84 (8d10+40)
  • Speed 30 ft.
  • STR 20 (+5)
  • DEX 12 (+1)
  • CON 20 (+5)
  • INT 11 (0)
  • WIS 14 (+2)
  • CHA 8 (-1)

Skills: Athletics +8, Stealth +7

Condition Immunities: charmed, frightened

Senses: Darkvision 120 ft., PP 12

Languages: understands Common and the languages of its creator, but can't speak

Challenge: 5 (1,800 xp)

Resonant Connection: If the banderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that creature or object if it is within 1 mile of the banderhobb.

Shadow Stealth: While in dim light or darkness, the banderhobb can take the Hide action as a bonus action.

Actions

Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (5d6+5) piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the banderhobb can't use its bite attack or tongue attack on another target.

Tongue: Melee Weapon Attack: +8 to hit, reach 15 ft., one creature. Hit: 10 (3d6) necrotic damage, and the target must make a DC 15 Strength saving throw. On a failed save, the target is pulled to a space within 5 feet of the banderhobb, which can use a bonus action to make a bite attack against the target.

Swallow: The banderhobb makes a bite attack against a Medium or smaller creature it is grappling. If the attack hits, the creature is swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the banderhobb, and it takes 10 (3d6) necrotic damage at the start of each of the banderhobb's turns. A creature reduced to 0 hit points in this way stops taking the necrotic damage and becomes stable.
The banderhobb can have only one creature swallowed at a time. While the banderhobb isn't incapacitated, it can regurgitate the creature at any time {no action required) in a space within 5 feet of it. The creature exits prone. If the banderhobb dies, it likewise regurgitates a swallowed creature.

Shadow Step: The banderhobb magically teleports up to 30 feet to an unoccupied space of dim light or darkness that it can see. Before or after teleporting, it can make a bite or tongue attack.