False Appearance. While the gargoyle remains motion less, it is indistinguishable from an inanimate statue.
Multiattack. The gargoyle makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Invisible in Water. The water weird is invisible while fully immersed in water.
Water biound. The water weird dies if it leaves the water to which it is bound or if that water is destroyed.
Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 13) and pulled 5 feet toward the water weird. Until this grapple ends, the target is restrained, the water weird tries to drown it, and the water weird can't constrict another target.
Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist.
Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damageplus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare. The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn . If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.
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 Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (ld8 + 4) piercing damage when used with two hands to make a melee attack.
Weakening Glare. The babau targets one creature that it can see within 20 feet of it. The target must make a DC l 3 Constitution saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength for l minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Multiattack. The hezrou makes three attacks: one with its bite and two with its claws.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 4) slashing damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage
Multiattack. The glabrezu makes four attacks: two with its