Aggressive. As a bonus action, the ore can move up to its speed toward a hostile creature that it can see.
Gruumsh's Fury. The ore deals an extra 4 (ld8) damage when it hits with a weapon attack (included in the attacks).
Multiattack. The ore makes two attacks with its greataxe or
its spear.
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature. Hit: 14 (1d1 2 + 4 plus 1d8) s lashing damage.
Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20{60 ft., one target. Hit: 12 (1d6 + 4 plus 1d8) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.
Battle Cry (1JDay). Each creature of the war chief's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the war chief's next turn . The war chief can then make one attack as a bonus action.
Aggressive. As a bonus action, the ore can move up to its speed toward a hostile creature that it can see.
Gruumsh's Fury. The ore deals an extra 4 (ld8) damage when it hits with a weapon attack (included in the attack).
Spellcasting. The ore is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks).
The orc has the following cleric spells prepared:
Cantrips (at-will): guidance, resistance, thaumaturgy
1st level (4 slots): bless, command
2nd level (2 slots): augury, spiritual weapon (spear)
Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (ld6 + 3 plus ld8) piercing damage, or 12 (2d8 + 3) piercing damage if used with two hands to make a melee attack.
Aggressive. As a bonus action, the orog can move up to its
speed toward a hostile creature that it can see.
Multiattack. The orog makes two greataxe attacks.
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 10 (ldl2 + 4) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft ., one target. Hit: 7 (ld6 + 4) piercing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so.
Acid Spray (Recharge 6). The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.
Damage Vulnerabilities Radiant
Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing.
Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action.
Sunlight Weakness. While in sunlight, the shadow has
disadvantage on attack rolls, ability checks, and saving throws.
Strength Drain. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
If a non-evil humanoid dies from this attack, a new shadow
rises from the corpse 1d4 hours later.
Damage Vulnerabilities Radiant
Incorporeal Movement. The demon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1 d1 0) force damage if it ends its turn inside an object.
Light Sensitivity. While in bright lig ht, the demon has
disadvantage on attack roll s, as well as on Wisdom
(Perception) checks that rely on sight.
Shadow Stealth. While in dim light or darkness, the demon can take the Hide action as a bonus action.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 10 (2d6 + 3) psychic damage or, if the demon had advantage on the attack ro ll , 17 (4d6 + 3) psychic damage.
Multiattack. The dretch makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft ., one target. Hit: 3 (1d6) piercing damage.
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slas hing damage.
Fetid Cloud (1/Day). A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured . It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn . While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can 't take reactions.
Innate Spellcasting. The hag's innate spellcasting ability is
Charisma (spell save DC 13, +5 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
At will: detect magic, magic missile
2/day each: plane shift (self only), ray of enfeeblement, sleep.
Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.Minotaur
Claws (Hag Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Change Shape. The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.
Etherealness. The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.
Nightmare Haunting (1/Day). While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.
Fear of Fire. If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Keen Smell. The yeti has advantage on Wisdom (Perception) checks that rely on smell.
Snow Camouflage. The yeti has advantage on Dexterity
(Stealth) checks made to hide in snowy terrain.
Multiattack. The yeti can use its Chilling Gaze and makes two claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (ld6 + 4) slashing damage plus 3 (ld6) cold damage.
Chilling Gaze. The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 13 Constitution saving throw against this magic or take 10 (3d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to the Chilling Gaze of all yetis (but not abominable yetis) for 1 hour.
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turn.
Stabby Frenzy. When the goblin hits with a melee attack, it may attack again. It can continue making additional attacks until it does not hit. They cannot move between attacks made with this trait.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6(1d6+3) piercing damage.
Dagger. Melee or Ranged Weapon Attack:+5 to Hit , reach 5ft., range 20/60ft., one target. Hit: 5 (1d4+3) piercing damage.