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Bugbear Medium Humanoid (goblinoid), chaotic evil 3 700 xp

  • Armor class 16 (hide armor, shield)
  • Hit points 27 (5d8 + 5)
  • Speed 30 ft.
  • STR 15 (+2)
  • DEX 14 (+2)
  • CON 13 (+1)
  • INT 8 (-1)
  • WIS 11 (0)
  • CHA 9 (-1)

Skills: Stealth + 6, Survival + 2

Senses: darkvision 60 ft., passive Perception 10

Languages: Common, Goblin

Challenge: 3 (700 xp)

Brute. A melee weapon deals one extra die of damage when the bugbear hits with it (included in the attack).

Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions

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

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

Bugbear Chief Medium Humanoid (goblinoid), chaotic evil 3 700 xp

  • Armor class 17 (chain shirt, shield)
  • Hit points 65 (10d8 + 20)
  • Speed 30 ft.
  • STR 17 (+3)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 11 (0)
  • WIS 12 (+1)
  • CHA 11 (0)

Skills: Intimidation + 2, Stealth + 6, Survival + 3

Senses: darkvision 60 ft., passive Perception 11

Languages: Common, Goblin

Challenge: 3 (700 xp)

Brute. A melee weapon deals one extra die of damage when the bugbear hits with it (included in the attack).

Heart of Hruggek. The bugbear has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.

Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions

Multiattack. The bugbear makes two melee attacks.

Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.

Javelin. Melee or Ranged Attack: +5 to hit, reach 5 ft., or range 30/120 ft., one target. Hit: 10 (2d6+3) piercing damage in melee or 6 (1d6 + 3) piercing damage in range.

Ogre Large giant, chaotic evil 2 450 xp

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

Senses: darkvision 60 ft., passive Perception 8

Languages: Common, Giant

Challenge: 2 (450 xp)

Actions

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

Javelin. Melee or Ranged Weapon Attack:+6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit:11 (2d6 + 4) piercing damage.

Orc Medium humanoid (orc), chaotic evil 1/2 100 xp

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

Skills: Intimidation +2

Senses: darkvision 60 ft., passive Perception 10

Languages: Common, Orc

Challenge: 1/2 (100 xp)

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

Actions

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:9 (1d12 + 3) slashing damage.

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

Hobgoblin Captain Medium humanoid (goblinoid), lawful evil 3 700 xp

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

Senses: darkvision 60 ft., passive Perception 10

Languages: Common, Goblin

Challenge: 3 (700 xp)

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

Actions

Multiattack. The hobgoblin makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:9 (2d6 + 2) piercing damage.

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

Leadership (Recharges after a Short or Long Rest).For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.

Hobgoblin Medium humanoid (goblinoid), lawful evil 1/2 100 xp

  • Armor class 18 (chain mail, shield)
  • Hit points 11 (2d8+2)
  • Speed 30 ft.
  • STR 13 (+1)
  • DEX 12 (+1)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 10 (0)
  • CHA 9 (-1)

Senses: darkvision 60 ft., passive Perception 10

Languages: Common, Goblin

Challenge: 1/2 (100 xp)

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

Actions

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

Hippogriff Large monstrosity, unaligned 1 200 xp

  • Armor class 11
  • Hit points 19 (3d10 + 3)
  • Speed 40 ft., fly 60 ft.
  • STR 17 (+3)
  • DEX 13 (+1)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 12 (+1)
  • CHA 8 (-1)

Skills: Perception +5

Languages:

Challenge: 1 (200 xp)

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

Actions

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

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

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

Griffon Large monstrosity, unaligned 2 450 xp

  • Armor class 12
  • Hit points 59 (7d10+21)
  • Speed 30 ft., fly 80 ft.
  • STR 18 (+4)
  • DEX 15 (+2)
  • CON 16 (+3)
  • INT 2 (-4)
  • WIS 13 (+1)
  • CHA 8 (-1)

Skills: Perception +5

Senses: darkvision 60 ft., passive Perception 15

Languages:

Challenge: 2 (450 xp)

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

Actions

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

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

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

Crocodile Large beast, unaligned 1/2 100 xp

  • Armor class 12 (natural armor)
  • Hit points 19 (3d10+3)
  • Speed 20 ft., swim 30 ft.
  • STR 15 (+2)
  • DEX 10 (0)
  • CON 13 (+1)
  • INT 2 (-4)
  • WIS 10 (0)
  • CHA 5 (-3)

Skills: Stealth +2

Senses: passive Perception 10

Languages:

Challenge: 1/2 (100 xp)

Hold Breath. The crocodile can hold its breath for 15 minutes.

Actions

Bite. Melee Weapon Attack:+4 to hit, reach 5 ft., one creature. Hit:7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.

Cyclops Huge giant, chaotic neutral 6 2,300 xp

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

Senses: PP 8

Languages: Giant

Challenge: 6 (2,300 xp)

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

Actions

Multiattack. The cyclops makes two greatclub attacks.

Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

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

Displacer Beast Large monstrosity, lawful evil 3 700 xp

  • Armor class 13 (natural armor)
  • Hit points 85 (10d10 +30)
  • Speed 40ft
  • STR 18 (+4)
  • DEX 15 (+2)
  • CON 16 (+3)
  • INT 6 (-2)
  • WIS 12 (+1)
  • CHA 8 (-1)

Senses: darkvision 60ft, PP 11

Languages:

Challenge: 3 (700 xp)

Avoidance. If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Displacement. The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attakc, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0.

Actions

Multiattack. The displacer beast makes two attacks with its tentacles.

Tentacle. Melee Weapon Attack: +6 to hit, reach 10ft, one target. Hit 7 (1d6 +4) bludgeoning damage plus 3 (1d6) piercing damage.

Goblin Small humanoid (goblinoid), neutral evil 1/4 50 xp

  • Armor class 15 (leather armor, shield)
  • Hit points 7 (2d6)
  • Speed 30ft
  • STR8 (-1)
  • DEX14 (+2)
  • CON10 (0)
  • INT10 (0)
  • WIS8 (-1)
  • CHA8 (-1)

Skills: Stealth +6

Senses: darkvision 60ft, PP 9

Languages: Common, Goblin

Challenge: 1/4 (50 xp)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns,,

Actions

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

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

Goblin Boss Small humanoid (goblinoid), neutral evil 1 200 xp

  • Armor class 17 (chain shirt, shield)
  • Hit points 21 (6d6)
  • Speed 30ft
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 8 (-1)
  • CHA 10 (0)

Skills: Stealth +6

Senses: darkvision 60ft, passive Perception 9

Languages: Common, Goblin

Challenge: 1 (200 xp)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns

Actions

Multiattack. The goblin makes two attacks with its scimitar. The second attack has disadvantage.

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

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

Redirect Attack. As a reaction, when a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead.

Thri-Kreen Medium humanoid (thri-kreen), chaotic neutral 1 200 xp

  • Armor class 15 (natural armor)
  • Hit points 33 (6d8 + 6)
  • Speed 40 ft.
  • STR 12 (+1)
  • DEX 15 (+2)
  • CON 13 (+1)
  • INT 8 (-1)
  • WIS 12 (+1)
  • CHA 7 (-2)

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

Senses: darkvision 60 ft., passive Perception 13

Languages: Thri-Kreen

Challenge: 1 (200 xp)

Chameleon Carapace. The thri-kreen can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide.

Standing Leap. The thri-kreen's long jump is 30 feet and its high jump is up to 15 feet, with or without a running start

Actions

Multiattack. The thri-kreen makes two attacks, one with its bite and one with its claws OR two gythka attacks OR two chatkcha attacks.

Bite. Melee weapon attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw on each of its turns, ending the effect on itself on a success.

Claws.Melee weapon attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.

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

ChatkchaRanged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5(1d6 + 2) slashing damage

Stone Golem Large construct, unaligned 10 5 xp

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

Damage Immunities: poison, psychic, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine

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

Senses: darkvision 120 ft., passive Perception 10

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

Challenge: 10 (5 xp)

Immutable Form.The golem is immune to any spell or effect that would alter its form.

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

Magic Weapons. The golem's weapon attacks are magical.

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Slow (Recharge 5-6).The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Troll Large giant, chaotic evil 5 1 xp

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

Skills: Perception +1

Senses: darkvision 60 ft., passive Perception 11

Languages: Giant

Challenge: 5 (1 xp)

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

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

Actions

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

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

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